Resources

World Partition

Actors

Configuration

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Grid: You can force a grid assignment by replacing None by a grid name. Load control: With Is Spatially Loaded and Data Layers you can manage when this actor can be loaded (See table).

Is Spatially LoadedData Layer setupActor loaded state
EnabledNot inside any data layerWill be loaded if streaming source close enough
EnabledInside a data layerWill be loaded if streaming source close enough AND if the data layer is enabled.
DisabledNot inside any data layerAlways loaded
DisableInside a data layerWill be loaded if the data layer is enabled.

Editor management

In the World Partition Window, when you load a region it will call ULevel::AddLoadedActors. And when you unload it will call ULevel::RemoveLoadedActors.

Delegates:

  • On add:
    • OnLoadedActorAddedToLevelPreEvent
    • OnLoadedActorAddedToLevelEvent
    • OnLoadedActorAddedToLevelPostEvent
  • On remove
    • OnLoadedActorRemovedFromLevelPreEvent
    • OnLoadedActorRemovedFromLevelEvent
    • OnLoadedActorRemovedFromLevelPostEvent

Streaming sources

Any actor can have a streaming source component (UWorldPartitionStreamingSourceComponent) and be enabled to load nearby cells. The Player Controller is also by default a streaming source (it is using the IWorldPartitionStreamingSourceProvider interface, like the component).

Grids

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Load methods

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  • (Editor Only) By the World Partition Window
  • (Editor Only) By location volumes
  • By streaming sources

Data Layers

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  • Data Layer Asset: Cross world data (made from Data Layers Outliner or Content Brower).
  • Data Layer Instance: World specific (made from Data Layers Outliner).

Debug Data Layers

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Debug World Partition

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HLOD

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