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World Partition + Streaming (Blueprint) โ€‹

๐Ÿ“š World Streaming Documentation โ€‹

World Partition System: โ€‹

Large World Development: โ€‹

Advanced Streaming Tutorials: โ€‹


๐Ÿ—บ๏ธ Large World Architecture โ€‹

What/Why: Stream the world efficiently and script transitions without blocking gameplay.

Prereqs

  • World Partition enabled; OFPA for collaborative edits

Steps

  1. Streaming basics
  • Use Streaming Sources on Pawns/cameras
  • Tag critical cells to always loaded or use HLOD
  1. Scripting transitions
  • Use Level Streaming Volumes or scripted sources for doors/elevators
  • Preload cells before teleport; fade UI while loading
  1. Data loads
  • Pair streaming with async asset loads for set pieces

Data

  • DA_StreamingSetup listing critical cells/regions

Networking

  • Ensure server loads regions before spawning AI/players

Performance

  • Keep cell sizes reasonable; leverage HLOD; profile streaming times

Testing

  • Teleport across regions; verify no major hitching and proper activation

Suggested prompts โ€‹

  • โ€œBlueprint-only approach to preload a region before teleporting the player.โ€
  • โ€œBest practices for Streaming Sources with large maps.โ€
  • โ€œChecklist for hitch causes during streaming and how to mitigate.โ€

Prompts for this example

  • โ€œShow a door trigger that fades UI, preloads cells, teleports, then restores control.โ€

๐Ÿš€ Advanced UE5.6 Systems

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