https://github.com/sideeffects/HoudiniEngineForUnreal-v2/issues/143 [github.com]
Understanding UE5 is still in Early Access, and HE does not support UE5EA officially yet. I have tested outputting Landscape tiles with World Partition at UE5EA.
With unreal_landscape_tile_actor_type = 1 and no unreal_level_path set, it generate one SharedLandscape actor with one StreamingProxy.
ie. with 16x16 tiles, it generates 16x16 SharedLandscape actor and 16x16 StreamingProxy in total.
The behavior is different as it was in UE4 and it looks like it is broken in UE5EA with World Partition
Anyone got UE5 World Partition working?
Landscape tiles output not working for UE5 World Partition
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This seems to be fixed in the H19 ue5EA branch on github. Note the NEW repo location:
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
https://github.com/sideeffects/HoudiniEngineForUnreal [github.com]
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Any response from devs ? Any solutions ?
Devs answering questions here on the forum is not common as far as I know. Perhaps the company management lacks incentive for them to do so.
Which is a shame, as sometimes the forum is our only resource when dealing with issues that go beyond poor documentation.
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Has anyone managed to get Landscape Streaming Proxies to import properly in a World Partition level?
Each one of my landscape tiles comes in as a streaming proxy each with it's own Landscape actor, instead of all sharing one Landscape actor.
I have set unreal_landscape_tile_actor_type and unreal_landscape_shared_actor_name attributes correctly, but they still each come in as an independent landscape
Each one of my landscape tiles comes in as a streaming proxy each with it's own Landscape actor, instead of all sharing one Landscape actor.
I have set unreal_landscape_tile_actor_type and unreal_landscape_shared_actor_name attributes correctly, but they still each come in as an independent landscape
MC
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Has anyone managed to get Landscape Streaming Proxies to import properly in a World Partition level?
Each one of my landscape tiles comes in as a streaming proxy each with it's own Landscape actor, instead of all sharing one Landscape actor.
I have set unreal_landscape_tile_actor_type and unreal_landscape_shared_actor_name attributes correctly, but they still each come in as an independent landscape
I moved away from this task, but I am sure it is still unsolved in a universal way.
I think you might be interested in recent work from Erwin Heyms, he's working on his Massive Worlds toolset and tackles what you have problems with right now afaik
He's patreon:
https://www.patreon.com/ErwinHeyms/posts [www.patreon.com]
Best wishes
VS.
VS.
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