Focused reference · Unreal Engine 5.8

World Partition integration

unreal-pcg/references/world-partition-integration.md

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

  1. Choose partitioned/hierarchical editor generation for the large domain.
  2. Assign the source PCG actor/component to the intended Data Layer and HLOD Layer.
  3. Configure Spawn Actor/Create Target Actor Data Layer Source Type intentionally. Self inherits source-component Data Layers.
  4. Generate and inspect actor/Data Layer/HLOD assignment.
  5. Build HLODs after stable generation.
  6. Cleanup and regenerate after grid changes; stale partition actors are not evidence of the new configuration.
  7. 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:

  1. Server/gameplay authority changes the Data Layer state in networked play.
  2. Separate Loaded from Activated behavior.
  3. Test generated content cleanup/reappearance through state changes.
  4. Measure the burst; activating many assets/layers together can degrade streaming performance.

Route detailed streaming, Data Layer, and HLOD configuration to $unreal-world-partition.