Focused reference · Unreal Engine 5.8

Debugging and builder commandlets

unreal-world-partition/references/debugging-builders.md

Diagnose in layers

  1. Source — is an enabled source requesting the expected location, grid, shape, target state, and priority?
  2. Cell — is the expected runtime cell generated, requested, loaded, and activated?
  3. Policy — do Is Spatially Loaded, Data Layer state, grid assignment, and references agree?
  4. Content — did the actor initialize, register collision/rendering/navigation, and survive replication rules?
  5. Representation — is HLOD replacing the source as intended?
  6. Budget — did I/O, decompression, memory, game-thread work, or rendering miss the deadline?

Useful runtime commands

wp.Runtime.ToggleDrawRuntimeHash2D
wp.Runtime.ToggleDrawRuntimeHash3D
wp.Runtime.ToggleDrawDataLayers
wp.DumpDatalayers
wp.Runtime.HLOD 0

Use stat unit, stat streaming, memory tools, Insights, and platform I/O telemetry alongside cell visualization. A colored cell does not prove the content was ready without a hitch.

World Partition Insights in 5.8

UE 5.8 introduces per-cell streaming analysis and session playback in Unreal Insights. Epic documents enabling WorldStreamingInsights in Unreal Insights configuration and tracing with:

-trace=WorldStreaming

Optional trace channels include:

+WorldStreamingPriority
+WorldStreamingDependencies

Treat the toolchain as version-specific. Confirm configuration in the installed 5.8 build and record trace overhead before using production timing as a baseline.

Repro capture

Record:

  • engine revision and build configuration;
  • map, start transform, route, speed, and source configuration;
  • cell size/loading range and Data Layer states;
  • cold versus warm cache;
  • platform/storage/memory state;
  • trace, log, hitch timestamp, and visible symptom.

Builder commandlet form

UnrealEditor.exe <Project.uproject> <Map> -run=WorldPartitionBuilderCommandlet -Builder=<BuilderClass> -Unattended

Current documented builders include:

  • WorldPartitionHLODsBuilder
  • WorldPartitionMiniMapBuilder
  • WorldPartitionRenameDuplicateBuilder
  • WorldPartitionResaveActorsBuilder
  • WorldPartitionFoliageBuilder
  • WorldPartitionNavigationDataBuilder
  • WorldPartitionSmartObjectCollectionBuilder
  • PCGWorldPartitionBuilder
  • WorldPartitionRuntimeVirtualTextureBuilder

Some builders require rendering; add -AllowCommandletRendering only when required. Choose source-control behavior explicitly (-SCCProvider=... or the documented no-source-control path) and never automate submission without a reviewed change set.

Builder acceptance

  • command exits successfully with no ignored errors;
  • expected assets changed and unrelated assets did not;
  • a second identical run is stable or differences are explained;
  • source-control status is reviewable;
  • the map cooks and loads;
  • target traversal, Data Layer transitions, HLOD, navigation, and PCG behave as expected.