World Partition
World Partition & Level Streaming
Section titled “World Partition & Level Streaming”-
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.