World Partition + Streaming (Blueprint) โ
๐ World Streaming Documentation โ
World Partition System: โ
- ๐ World Partition Overview - Complete world partition system
- ๐ Level Streaming - Dynamic level loading and unloading
- ๐ Streaming Sources - Dynamic streaming control
Large World Development: โ
- ๐ Large Worlds - Massive world creation guidelines
- ๐ HLOD (Hierarchical LOD) - Distance-based optimization
- ๐ One File Per Actor (OFPA) - Team collaboration systems
Advanced Streaming Tutorials: โ
- ๐ฅ Open World Streaming Techniques - Advanced streaming patterns
- ๐ฅ Performance Optimization for Large Worlds - Large-scale performance
- ๐ฅ Seamless World Travel - Smooth transitions
๐บ๏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
- Streaming basics
- Use Streaming Sources on Pawns/cameras
- Tag critical cells to always loaded or use HLOD
- Scripting transitions
- Use Level Streaming Volumes or scripted sources for doors/elevators
- Preload cells before teleport; fade UI while loading
- Data loads
- Pair streaming with async asset loads for set pieces
Data
DA_StreamingSetuplisting 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
- โBlueprint-only approach to preload a region before teleporting the player.โ
- โBest practices for Streaming Sources with large maps.โ
- โChecklist for hitch causes during streaming and how to mitigate.โ
Prompts for this example
- โShow a door trigger that fades UI, preloads cells, teleports, then restores control.โ