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World Partition Builder

Errant Paths provides World Partition Builder that can be used from editor or command-line/builder to update Paths over the whole map. The map is split into cells, each measuring 1024 by 1024 meters. We process these cells individually, updating any Paths they contain. To avoid running out of memory, only the cells that a Path overlaps are loaded. Dependent Paths are always updated last.

info

This tool is required only on world partition maps where the whole world cannot be loaded at the same time due to memory constraints.

Limiting generation area

You can place AEpWorldPartitionBuilderVolume actors on the map to limit generation area to the area they cover. Inside you can also specify which data layers to load during generation.

Build Errant Paths menu option

Editor

You can start the process in the editor under the Build menu by selecting the Build Errant Paths option.

Build Errant Paths menu option

Command Line

Errant Paths World Partition Builder can be run as a commandlet the same as other world partition builders. Make sure to see the Unreal Engine documentation page first. The name of the builder is EpWorldPartitionBuilder.

Here's an example following the pattern from Unreal Engine documentation:

UnrealEditor.exe "C:\Users\user.name\Documents\Unreal Projects\MyProject\MyProject.uproject" 
"/Game/ThirdPersonBP/Maps/OpenWorldTest"
-run=WorldPartitionBuilderCommandlet
-AllowCommandletRendering
-builder=EpWorldPartitionBuilder

Options

  • -ErrantWaitAndRebuildClassDescRegistry: During a commandlet World Partition module can initialize itself before AssetRegistry is done. While it tries to search for paths synchronously, it fails due to a bug inside asset registry. It happens mostly for blueprint based actors, and blocks them from being loaded by world partition. When this argument is enabled, we wait for asset registry to finish, and recreate ClassDescRegistry.
  • -ErrantBuildOnlyInsideVolumeWithLabel=[ActorLabel]: Allows you to restrict generation to a single world partition builder volume.
  • -ErrantLogLockedFiles/-ErrantLogLockedFiles=[optional path]: Enables creation of a log which lists which the files that builder failed to save due to them being locked in the source control by someone else. You can provide path to the log file, otherwise it will be stored in the default projects log directory.
  • -ErrantUpdateBiomes: Enables generating Errant Biomes after each Path update.
  • -ErrantUpdatePhysics: Enables creating collisions for Paths spawned meshes.

Common problems

The update might fail, because of various issues (please ensure to read the logs):

  • Assets that the Paths use are faulty. This requires fixing assets in the editor.
  • Memory did run out. Even with our custom system, it might happen. To combat this (reduce size of the loaded content), cut Paths to make them shorter.