#One last question for today, but am I
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The system should automatically build some compiled sections for you when you press PIE.
If not, you can try forcing them to build via the build menu at the top -> Build Compiled Sections
A small thing to note though which may be impacting your situation here: you don't have any transformers set up in the Mesh Partition Definition you're using. I would recommend taking a look at the default mesh partition definition that is bundled with the content of the plugin. If there's no static mesh transformer in your compiled section build variant, the final compiled seciton actors which get generated from the process will not have any static mesh data to render!
I don't have the content open on my PC right now but I think the default definition is called MPD_Default and one sample transformer we included is called something like TP_HighEndRenderData so you can search the Mesh Partition plugin folder for that and you should see the variants we set up for high end and low end platforms. The primary difference is that high end has nanite settings and the low end has traditional lods.
There's a sample set up described in the docs under the MPD - Build header which should match the default definition pretty closely https://dev.epicgames.com/community/learning/knowledge-base/nK7J/unreal-engine-introduction-to-mesh-terrain#mpd-build