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Pablo Rodriguez

World Partition

  • Legacy vs World Partition

  • Old Method:

    • Manual division into sub-levels
    • Manual level streaming systems
    • “Cumbersome working between multiple files”
  • World Partition Solution:

    • Automatic data structure
    • Distance-based streaming
    • Single large map vs multiple sub-levels
    • Loads/unloads grid cells based on distance from player
  • Four Core Pillars

  • One File Per Actor

    • Saves data in external hash files
    • Reduces user overlap
    • No need for level checkouts
    • Default with world partition
  • Data Layers

    • Organizes actors into layers
    • Dynamic loading/unloading
    • Blueprint-driven gameplay
    • Replaces old layer system
  • Level Instancing

    • Streamlined level editing
    • Multiple actors in repeatable levels
  • HLOD (Hierarchical Level of Details)

    • Grid-based cell system
    • Dynamic loading at runtime
    • Creates proxy mesh/materials
    • “Reduce draw calls per frame”
  • Implementation

  • Enable via:

    • File > New Level > Open World
    • Window > World Settings
    • Window > World Partition
  • Controls:

    • Adjust grid size
    • Set loading range
    • Enable/disable streaming
  • Region Management:

    • Default: regions unloaded
    • Load via minimap selection
    • Right-click > “Load regions from selected”

World Partition revolutionizes large world management through automated cell-based streaming and efficient file management. This system significantly improves performance and team collaboration compared to traditional level systems.