Focused reference · Unreal Engine 5.8
World Partition integration
Ownership model
Treat the systems as separate layers:
- PCG decides what data/content to generate.
- PCG partition/hierarchy decides where and at what generation grid work executes.
- World Partition decides which persisted actors/cells stream.
- Data Layers decide which authored/runtime content set is loaded or activated.
- HLOD decides what distant proxy represents unloaded source content.
Do not assume PCG grid size and World Partition runtime cell size are the same setting or must match one-to-one.
Persistent generated content
- Choose partitioned/hierarchical editor generation for the large domain.
- Assign the source PCG actor/component to the intended Data Layer and HLOD Layer.
- Configure Spawn Actor/Create Target Actor Data Layer Source Type intentionally.
Selfinherits source-component Data Layers. - Generate and inspect actor/Data Layer/HLOD assignment.
- Build HLODs after stable generation.
- Cleanup and regenerate after grid changes; stale partition actors are not evidence of the new configuration.
- Run the PCG World Partition Builder commandlet from a clean source state for reproducibility.
PCG-generated actors assigned through the source asset inherit matching Data Layer/HLOD ownership according to the documented integration path.
Runtime generation in a partitioned world
- Define runtime PCG generation sources independently from World Partition streaming sources.
- Set generation and cleanup radii by PCG grid level.
- Ensure World Partition cells and required source data load early enough for generation.
- Prewarm teleport destinations before player arrival; verify both streaming completion and PCG generation completion rather than assuming one implies the other.
- Keep gameplay-critical collision/nav content persisted or use a runtime path that explicitly supports and finishes it before access.
Data Layer transitions
If PCG content follows a Runtime Data Layer:
- Server/gameplay authority changes the Data Layer state in networked play.
- Separate Loaded from Activated behavior.
- Test generated content cleanup/reappearance through state changes.
- Measure the burst; activating many assets/layers together can degrade streaming performance.
Route detailed streaming, Data Layer, and HLOD configuration to $unreal-world-partition.