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I haven’t personally used world partition system as i am still using level streaming But have you tried using smaller cell sizes What i noticed in my own work is that you need to. As far as i'm aware, world partition doesn't work with baked lighting As explained in how to ask, if your problem is with code you've written, you should include some But don't just copy in your entire program Include just enough code to allow. Learn about common situations that can impact your unreal engine application's performance, and techniques to avoid performance issues. Has anyone played around with the world partition system in unreal 5 (5.0.1 ver) We are running into some inconsistent behaviors with terrain loading and unloading. I have solved the unsolvable problems by dropping world partition and going back to world composition. It's not the engine's fault but the developer studio's fault Unreal engine (4/5) games will always suck when the developer does not tweak or adapt some parts/components of the. I really like this new system but i struggle with one aspect of it which is optimisation I have a level with ~10 000 actors and i was expecting to optimize it a lot with world partition. World partition automates data management and streaming, removing the need for sublevels Worlds are stored in a single persistent level, divided into grid cells for streaming.