Guide to World Partition in Unreal Engine 5.5

May 22, 2025

World Partition in Unreal Engine 5.5

Introduction

  • Building large maps traditionally required manual division into sublevels and level streaming.
  • Challenges included sharing files and viewing the world context.
  • World Partition automates data management and streaming, removing the need for sublevels.
  • Worlds are stored in a single persistent level, divided into grid cells for streaming.

Key Features

  • Automatic Streaming: Loads and unloads cells based on distance from the streaming source.
  • Works with features like:
    • One File Per Actor
    • Data Layers
    • Level Instancing
    • Hierarchical Levels of Detail

Enabling World Partition

Options:

  1. Creating New Project: Use the Games template.
  2. Open World Template: Default for large open-world maps.
  3. Convert Existing Levels: Use tools or commandline for conversion.

Creating via Games Template

  • Default enabled in Games templates.
  • Streaming can be toggled in World Settings.

Open World Default Map

  • Comes with essential features enabled (e.g., World Partition, Data Layers).
  • Sample 2 km x 2 km landscape provided.

Converting Existing Levels

  • Use Convert Level menu or commandlet for conversion.
  • Command structure: UnrealEditor.exe -run=WorldPartitionConvertCommandlet
  • Optional arguments available for customization.

Actors in World Partition

  • Automatically assigned to grid cells based on settings.
  • Individual files for changes, no need to check out Level file.
  • Streaming based on actor references.

Streaming Sources

  • Player Controllers and other components can act as streaming sources.
  • Custom streaming sources can be added.

Runtime Grid Settings

  • Determines grid cell loading/unloading.
  • Located in World Settings' World Partition Setup.
  • Default 2D Runtime Hash grid.

Loading/Unloading Regions

Using World Partition Window

  • Manually select and load regions in the Editor.

Using Location Volumes

  • Add volumes in the level to represent map regions.

Minimap Generation

  • Use Build Minimap option or commandlet to generate.
  • Enable Virtual Textures if Minimap doesn't appear.

Shortcuts/Options

  • Hotkeys for snapping selection, moving camera, and loading regions.

Hierarchical Levels of Detail (HLODs)

  • Built using Build HLODs option or commandlet.
  • Creates HLOD Actors for World Partition cells.

Cooking World Partition World

  • Use Cook commandlet for packaging.
  • Command: UnrealEditor.exe -run=cook -targetplatform=WindowsNoEditor

Using World Partition with Blueprint

  • Supports both Blueprint Classes and Level Blueprints.
  • Blueprint Classes preferred for Always Loaded actors.

Debugging and Runtime Overrides

  • Console commands available for debugging.
  • Examples include toggling runtime hash display, setting loading ranges, and showing without HLODs.

Builder Commandlets

  • Automate processes like HLOD and AI Nav Data generation.
  • Avoids the need to load large worlds for certain operations.

For more information, refer to Epic Developer Community on World Partition in Unreal Engine 5.5.