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wiki/concepts/WorldPartition.md
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---
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title: "World Partition"
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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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---
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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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## Core Concepts
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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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### 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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### 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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## 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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## 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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