
ini file needs to be in the same folder as your map file and have the same filename as your map, but with the. If you want to alter the conversion settings, use a default conversion. Use if the Level contains embedded Foliage Types. The converted Level can be used as a Level Instance in a World Partition Level.Įxtracts Foliage Types as Assets to the given path. Resaving the Level fixes this.Ĭonverts and merges Levels and Sublevels to One File Per Actor without World Partition. Levels with unstable actor GUIDs will result in different conversion output when converting several times. Skips the unstable actor GUIDs validation process. Reports what would happen during the conversion. This is useful when converting Levels for testing purposes while keeping the source Level intact. To run without source control, specify -SCCProvider=None.Īppends the _WP suffix to a converted map. Specifies which source control provider to use. The following optional arguments are available for this commandlet: Press Enter and the commandlet will convert the map to use World Partition. World Partition is enabled by default in many of the project templates found in the Games category. There are three ways to enable World Partition within Unreal Engine:Ĭreating a new project from a template in the Games category.Ĭreating a new Level using the Open World template.Ĭonverting existing levels to use World Partition. World Partition - Hierarchical Levels of Detail World Partition works closely with the following features: The system removes the previous need to divide large levels into sublevels by storing your world in a single persistent level separated into grid cells, and provides you with an automatic streaming system to load and unload those cells based on distance from a streaming source. World Partition is an automatic data management and distance-based level streaming system that provides a complete solution for large world management. This method often created issues sharing files between multiple users, and viewing the whole world in context became a difficult task. World Partition Smart Object Collection Builderīuilding large maps used to require developers to manually divide maps into sublevels, then use the Level streaming system to load and unload them as the player traversed the landscape. Generating Hierarchical Levels of Detail (HLODs) Generating a Minimap for the World Partition Window

Loading and Unloading Grid Cells in the Editor Using the World Partition Streaming Source Component Creating Your Project using a Games TemplateĬonverting Existing Levels to use World Partition
