World Partition
unreal-world-partition10 focused referencesOperational Unreal Engine 5.8 guidance for World Partition, streaming sources, runtime grids, Data Layers, HLODs, One File Per Actor, Level Instances, conversion, commandlets, PCG integration, and large-world diagnosis. Use when designing, implementing, profiling, or debugging a partitioned or streamed world.
Ownership boundary
This skill owns cells, streaming sources, runtime grids, Data Layers, HLODs, and OFPA/Level Instance
world organization. Route procedural generation/output rules to
unreal-pcg, Landscape topology and deformation to
unreal-landscape, and cooked-asset residency/readiness to
unreal-memory-streaming.
Route a world-streaming task to the smallest relevant reference. Give concrete editor actions, runtime ownership, failure checks, and a verification pass.
Select the world system first
- Use World Partition with Enable Streaming on for a continuous world whose content should load by distance or explicit streaming sources.
- Use World Partition with Enable Streaming off when its authoring model, OFPA, Data Layers, or future scale helps but the whole map can remain resident.
- Use Level Instances for reusable points of interest or gameplay assemblies. Prefer OFPA-backed Embedded Mode in a World Partition main world.
- Use Packed Level Blueprints for repeated, dense, static-mesh arrangements. Do not assume arbitrary components survive packing.
- Keep traditional sublevel streaming for a legacy architecture or a discrete-level requirement that World Partition does not satisfy. Do not introduce World Composition in a new UE5 project.
Read system-selector-conversion.md before converting an existing world.
Route by task
| Need | Load |
|---|---|
| Choose a world model or convert a map | system-selector-conversion.md |
| Decide spatial loading, references, ownership, persistence | actor-placement-references.md |
| Configure sources, cells, grids, loading ranges, teleport gates | streaming-sources-grids.md |
| Author editor/runtime variants and state changes | data-layers.md |
| Build and tune distant proxy content | hlod.md |
| Reuse assemblies; understand OFPA and runtime modes | level-instances-ofpa.md |
| Combine PCG with partitioning, Data Layers, and HLOD | pcg-integration.md |
| Diagnose loading or run unattended builds | debugging-builders.md |
| Apply common production patterns and test gates | patterns-testing.md |
| Verify claims or feature maturity | sources.md |
Execute in this order
- State map scale, movement speed, multiplayer model, target hardware, memory budget, and whether transitions may block.
- Classify each important actor by spatial lifetime, Data Layer state, runtime grid, HLOD policy, and hard-reference dependencies.
- Begin with the default 2D Runtime Spatial Hash and one runtime grid. Add grids only after a measured requirement.
- Place or configure streaming sources. Derive initial loading range from maximum travel speed, worst observed load latency, and safety margin.
- Gate teleports and scripted arrivals on streaming completion; provide timeout and failure behavior.
- Add Runtime Data Layers for stateful world variants, not as a substitute for every gameplay visibility flag.
- Assign and build HLODs for distant, non-interactive representation. Compare proxies against sources at expected viewing distance.
- Validate editor, PIE, standalone, multiplayer, cooked build, target device, and worst-case traversal.
- Profile cell timing, memory, I/O, hitches, draw calls, and HLOD transitions before increasing ranges or making content always loaded.
Hard rules
- Do not solve streaming bugs by marking broad content not spatially loaded; that converts uncertainty into permanent memory and initialization cost.
- Treat hard actor references as streaming dependencies. Referenced actors can be bundled and loaded together even when spatially separated.
- The server owns Runtime Data Layer state in networked play. Replicate gameplay state; do not let clients independently decide authoritative world state.
- A distant HLOD is representation, not authoritative collision, interaction, AI, or gameplay state.
- Do not teleport into an unloaded destination. Enable a destination streaming source, wait for completion, then move the player and retire the temporary source.
- Do not tune only in the editor. Cooked packaging, I/O, memory pressure, and target hardware decide whether streaming works.
- OFPA reduces file contention; it does not remove logical merge conflicts or make cross-actor ownership safe.
- Keep Experimental features explicitly labeled. UE 5.8 World Partition Insights and Fast Geometry-related workflows require deliberate opt-in and validation.
Answer contract
Return:
- Selected system and assumptions — including why it fits.
- Actor/content classification — spatial loading, Data Layer, grid, HLOD, references.
- Exact actions — editor paths, properties, components, APIs, commands, or commandlets.
- Parameter effects — what changing cell size, loading range, priority, or state actually does.
- Network and packaging consequences.
- Failure checks and recovery.
- Verification — observable pass criteria on a cooked target build.
Do not invent universal cell sizes, loading radii, or memory budgets. Supply a starting hypothesis only when its assumptions are stated, then require measurement.
Focused references