From Licensee:
We discovered a pretty big performance hit in editor when loading level instances for a world partition map, specifically:
EditorActorFolders.cpp:
Proposed optimization:
Making this change on our end showed savings of between 40-60% for loading of level instances for out large/dense maps.
Make a top level, either basic or open world.
Then make a series of empty basic levels, each with some shapes in their own folders. Drop the levels into each other so that the top sublevel contains the next, until you reach a sublevel that does not contain any other sublevel. A series of 5 or so was done.
The drop that container sublevel into your top level. From that top level, whenever one of the level instances was edited, you would see 8 full rebuilds times the depth of the edited sublevel (for example, editing the third level of LI would trigger 24 rebuilds). Each of these rebuilds iterates ALL actors in the full map.
With a large enough world with many actors, this becomes costly very fast.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-300510 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Level Instances |
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Affects Versions | 5.6 |
Target Fix | 5.8 |
Fix Commit | 46736928 |
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Created | Jun 26, 2025 |
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Resolved | Oct 9, 2025 |
Updated | Oct 15, 2025 |