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A First Look at the World Partition System in UE5

How does Unreal Engine 5 manage to stream such amounts of data? The answer is World Partition.

We all loved the Nanite system in the first UE5 demo, but how does the engine manage to deal with massive amounts of detail? The latest demo introduced a new system called World Partition which is said to make traditional world-building workflows obsolete. 

It doesn't require artists to build maps as a series of streaming levels but rather takes a single map as one large world and breaks it automatically into smaller streamable cells on a grid. These cells can then be loaded or unloaded to save resources. 

Please note that changes are tracked at the actor level, not the map level allowing different artists to work on different actors on the same map. Artists can tweak lighting, assets, and other details simultaneously.

As for the performance, World Partition makes sure that only specific cells in a user-defined radio from a player are loaded. New cells are streamed in when you move while others are replaced by their lower resolution level of detail version. The cell size and loading radius are fully configurable to match the project's needs. 

Learn more about the engine, available in early access starting today, here

Don't forget to join our new Telegram channel, our Discord, follow us on Instagram and Twitter, where we are sharing breakdowns, the latest news, awesome artworks, and more. 

This project includes assets, maps, materials, Blueprints, and effects created in the Unreal Engine. Each asset was created for realistic AAA quality visuals, style, and budget.

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Comments 1

  • Courtney Scott

    "As for the performance, World Partition makes sure that only specific cells in a user-defined radio from a player are loaded."

    I believe you meant "radius" rather than "radio." :)

    0

    Courtney Scott

    ·3 years ago·

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