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title: "World Partition"
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title: "WorldPartition"
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type: concept
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tags: ["unreal-engine", "open-world", "streaming", "ue5"]
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sources: ["unreal-world-builder", "unreal-technical-artist"]
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last_updated: 2026-04-26
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tags: ["unreal-engine", "open-world", "streaming", "level-design"]
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sources: ["unreal-world-builder"]
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last_updated: 2026-04-30
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---
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## Aliases
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- UE5 World Partition
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- WP
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- World Partition System
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- 开放世界分区
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## Definition
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UE5 的开放世界分区管理框架,将世界划分为网格状单元格(Cell),支持按需流送(on-demand streaming),使超大世界无需一次性全部加载到内存。
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World Partition 是 Unreal Engine 5 引入的开放世界分区管理框架,将整个世界划分为网格状单元格(Cells),按需流式加载和卸载,支持多人协作编辑(通过 One File Per Actor 模式)。
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## Core Concepts
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## Grid Cell Size Strategy
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| 区域类型 | 单元格尺寸 | 说明 |
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|---------|---------|------|
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| 密集城区 | 64m | 高密度流式内容 |
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| 空旷地形 | 128m | 平衡精度与开销 |
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| 沙漠/海洋 | 256m+ | 稀疏区域 |
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### Grid Cell Sizes
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| 内容类型 | 格子大小 | 加载范围 |
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|----------|----------|----------|
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| 密集城区 | 64m | 256m |
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| 空旷地形 | 128m | 512m |
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| 稀疏区域(沙漠/海洋) | 256m+ | 1024m+ |
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## Data Layers Configuration
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| Layer Name | Type | Contents |
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|----------------|---------------|------------------------------------|
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| AlwaysLoaded | Always Loaded | Sky, audio manager, game systems |
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| HighDetail | Runtime | Loaded when quality = High |
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| PlayerCampData | Runtime | Quest-specific environment changes |
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### Critical Rules
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- **格子大小由流送预算决定**:小格子 = 更细粒度流送但更多开销
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- **关键游戏内容禁止放在格子边界**:格子跨越时流送短暂延迟可能导致关键 NPC/任务触发器不可见
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- **Always Loaded 层**:Sky、Audio Manager、GameMode 等全局内容必须放入 Always Loaded 数据层,不能分散在流送格子中
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- **Runtime Hash Grid 配置必须在填充世界前完成**:后期修改需完整重保存关卡
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## Critical Rules
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- **格子大小由流式预算决定**:小格子 = 更精细的流式但更多开销
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- **关键游戏内容禁止放在格子边界**:边界穿越时流式可能导致实体短暂消失
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- **Always Loaded 层存放**:Sky、Audio Manager、GameMode 等常驻内容
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- **Runtime Hash Grid 单元格大小必须在填充世界前确定**:后期重配置需要完整重新保存关卡
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### Streaming Sources
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- **Player Pawn**:主要流送源,激活范围 = 加载范围
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- **Cinematic Camera**:辅助流送源,用于过场动画区域预加载
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- **非玩家流送源**:通过 `AWorldPartitionStreamingSourceComponent` 实现,供 AI Director、过场系统使用
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## Streaming Sources
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- **Player Pawn**:主要流式来源,512m 激活范围
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- **Cinematic Camera**:次要来源,用于过场区域预加载
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## OFPA (One File Per Actor)
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- 为多用户协作启用 OFPA:避免多人同时编辑同一关卡文件产生的冲突
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- 大型关卡包含数千 Actor,会生成数千个文件,需建立文件数量预算
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## Role in Open-World Pipeline
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World Partition 是 [[UnrealWorldBuilder]] 开放世界工作流的核心框架,承接 Landscape、PCG、HLOD 等系统的空间管理。
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## Related
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- [[UnrealWorldBuilder]] — World Partition 配置与调优专家
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- [[PCG]] — PCG 图与 World Partition Surface 协同工作
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- [[HLOD]] — World Partition 与 HLOD 系统深度集成
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- [[LOD]] — HLOD 是 World Partition 远距离渲染优化的核心机制
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- [[Nanite]] — World Partition 流送加载区域的 Nanite 几何体优化
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## Connections
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- [[UnrealWorldBuilder]] ← 工作流框架 ← WorldPartition
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- [[UnrealEngine5]] ← 核心引擎 ← WorldPartition
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- [[OneFilePerActor]] ← 协作模式 ← WorldPartition
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- [[LargeWorldCoordinates]] ← 坐标精度 ← WorldPartition
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- [[ProceduralContentGeneration]] ← 空间管理 ← WorldPartition
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## Sources
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- [[unreal-world-builder]]
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