Generating landscapes with World Partition works similarly to non-World Partitioned Levels.
The unreal_landscape_partition_grid_size
attribute controls the World Partition Grid Size used during landscape creation. The default value is 4.
When modifying landscapes inside of World Partitioned Levels you should not change the enitre landscape when only modifying small sections. Therefore, using tiles to make isolated edits is preferable to modifying the entire landscape.
Note
If an HDA only modifies the area covered by a single Landscape Streaming Proxy the neighbouring Landscape Streaming Proxies may also be modified to ensure correct seams between the two.
Some landscape operations, such as creating new Edit Layers or Clearing Layers, will cause Unreal to mark all Streaming Proxies as dirty causing them to be saved and/or checked out from source control. However, Unreal will only try to dirty Streaming Proxies which are loaded.
It is recommended to only load the parts of the landscapes currently being worked in using data layers or the World Partition editor. Doing this means Houdini Engine will only modify the loaded parts of the level.
Note
By default, the plugin creates a Landscape Edit Layer during cooking which causes the entire landscape and its loaded streaming proxies to be marked as dirty. You can turn this off in the Houdini Asset Component by unchecking Temp Landscape Layers. This causes the HDA to cook directly to the baked layer. When working with World Partition levels, you may create these baked layers once, save them, and then iterate on small sections without recreating the layers.
If an HDA only modifies the area covered by a single Landscape Streaming Proxy, the neighbouring Landscape Streaming Proxies may also be modified to ensure correct seams between the two.
World Composition ¶
World Composition is no longer supported in the Unreal 5 version of the plugin. Epic recommends transitioning to World Partition.
The following Hoduini Attributes were used to control World Composition and are deprecated:
unreal_landscape_streaming_proxy
, unreal_landscape_editlayer_target
, unreal_landscape_shared_actor_name
are now treated the same as unreal_output_name
.
unreal_level_path
is also deprecated.