Focused reference · Unreal Engine 5.8

System selector and conversion

unreal-world-partition/references/system-selector-conversion.md

Choose the smallest system that meets the need

SituationDefault choiceReason
Continuous traversable world with bounded residencyWorld Partition, streaming enabledAutomatic source-distance streaming and one persistent authoring world
Small map that fits budgetWorld Partition, streaming disabled, or a normal levelAvoid runtime streaming complexity while retaining the desired authoring workflow
Repeated point of interest or gameplay assemblyLevel InstanceReusable sublevel edited in context
Repeated static architectural/mesh assemblyPacked Level BlueprintPacks supported static content into an optimized actor
Existing UE5 World Partition projectExtend current modelAvoid a second overlapping streaming authority
Legacy/discrete sublevel architectureExisting level streaming until migration is justifiedConversion risk may exceed its value

World Partition is Epic's recommended UE5 large-world approach. It is not proof that every map needs cell streaming.

Conversion safety workflow

  1. Work on a source-controlled branch or verified backup.
  2. Inventory Level Blueprints, streaming volumes, scripted sublevel transitions, world settings, always-loaded managers, actor references, foliage, navigation, and HLODs.
  3. Resave the source level and correct unstable actor GUID warnings before conversion.
  4. Run the conversion commandlet with -ReportOnly first.
  5. Review actors that cannot be externalized, reference clusters, sublevel handling, and generated configuration.
  6. Convert a copy or use -ConversionSuffix until the result passes validation.
  7. Rebuild derived data: HLOD, navigation, foliage, PCG, minimap, or RVT as applicable.
  8. Compare gameplay and memory in a cooked build; keep the old map until parity is demonstrated.

General form:

UnrealEditor.exe <Project.uproject> <MapName> -run=WorldPartitionConvertCommandlet -ReportOnly

Useful flags include:

  • -ConversionSuffix: preserve the source and write a converted map with a suffix.
  • -ReportOnly: analyze without converting.
  • -GenerateIni: emit conversion settings that can be reviewed and reused.
  • -OnlyMergeSubLevels: merge sublevels without otherwise converting the result to World Partition.

Avoid -SkipStableGUIDValidation as a routine fix. Stable GUIDs are required for repeatable conversion; resave and repair the map instead.

Reject the conversion when

  • success depends on Level Blueprint state or streaming callbacks not yet replaced;
  • non-OFPA actors inside Level Instances must exist at runtime but the design assumes Embedded Mode;
  • reference bundles make most of the world resident;
  • target-device memory or traversal hitching regresses with no credible mitigation;
  • the team cannot rebuild and validate derived content reproducibly.

Version-sensitive note

UE 5.8 adds World Partition streaming analysis in Unreal Insights and improves scoped HLOD building. Treat these as new workflow capabilities, not permission to skip before/after performance captures.