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Working with Unreal World Partition system

The Unreal Engine's World Partition system serves as a robust map streaming solution designed for large environments. Errant Biomes fully integrates with this system, although there are specific considerations for optimal performance and behavior.

Handling Large Actors with World Partition

Errant Biomes often generates large actors by aggregating instances from multiple species into composite instance components. These large actors pose challenges to Unreal's World Partition when it comes to placement within runtime grid cells.

To address these issues, Errant Biomes provides a specialized base actor class—ABiomesPartitionActor. This class ensures the correct placement of large actors within the World Partition's runtime grid for Errant Biomes spawned actors.

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Version Note:
The ABiomesPartitionActor class was introduced in Errant Biomes 1.4. If your project was initiated on an earlier version, ensure that your Actor Template Class under the species Instances Settings has been updated to this new class.

Configuring Streaming Distance for Species

The World Partition system allows you to control when specific actor get streamed in.

This is configurable via the actor properties and for species can be found in actor template property.

There can be multiple runtime grids in the world.

Here are some examples for how to fine-tune the streaming distance for different species:

Method 1: Differentiate by Distance

Create separate runtime grids to specify the streaming distance for different types of objects.

  1. Close Grid: Set the loading range to 25,600 cm.
  2. Medium Grid: Configure a loading range of 102,400 cm.
  3. Far Grid: Go for an even greater distance, such as 204,800 cm.

Method 2: Differentiate by Object Types

Alternatively, you can categorize runtime grids based on the types of objects they contain.

  1. Ground Plants
  2. Trees
  3. Rocks
  4. Additional Categories (as needed)