World comp level window joins 2 lvls, not so in viewport

Based on a video ON world comp by a UE4 dev , said the WC system hasn;t been either TOUCHED or not updated, in a very long time. I can’t help but wonder, if its not even being used by enough people & or not bringing them enough revenue such that they aren’t dealing with it, hoping no one encounters errors.

As always it comes down to dollars and sense and what brings the money- if thats not it pls someone edify me/us.

I’m having the problem, where I KNOW, for sure , I have 4 separate terrains, , four separate landscapestreamingproxy(s) in world outliner, yet in world comp level window, there re only 3 distinct levels, clearly lying bc there are ‘4’ in the viewport, though ONE of them, while only ‘showing’ one in viewport , is somewhat ‘connected’ to a ghost level, meaning the level shows being connected to the one that shows up, via a ‘outline’, but doesn’t show up IN the viewport and also in the WC level window, there are two terrains that are ‘joined’.

I never did any such things. If this isn’t Bug city , can someone point me to a DOC I can go through to fix this and be aware of it for future ref ?

PIc:

The square/rectangular area a level takes up in the World Composition window is a bounding box surrounding everything in the level and not just the landscapes. You probably have an object in one of those levels that is extending the bounding box over the other level.

TY ConverseFox for the nudge,using4.23,finally fixed this mess, some lights, objects, bounds in areas they should not be and fixed all of that so now World comp tiled window view is perfect now,BUT, BP sky sphere on added, shows a large white circle and again messes up tile window,I’ve looked but atm can’t find if its necessary to place it in just the right spot to avoid that ?

I’ll keep looking, So close, ty for any heads up on this…

Make sure the sky sphere is in it’s own level, then open that level’s “Level Details” panel and check “Hide in Tile View”.

Alternatively, you could put the sky sphere in the persistent level since the persistent level doesn’t show up in the world composition tile view. However, this is only a solution if you want the sky sphere to be always loaded.

This is on topic from a slightly different pov:

Lighting is a huge nuisance - asking on unreal forums no reply , so trying here.
Lighting is good in world comp level overall, but oddly one ‘area’ of level1, has dark shadows as player approaches with a obvious ‘lag’ moment,reversing direction and in seconds its light again.

Whats causing this ?
Lighting makes things awesome but at times like this very annoying :wink:
The lag moment seems to be a streaming issue, but only after moving sky sphere to persistent level

Thx anyone