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nexus/wiki/concepts/WorldPartition.md
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---
title: "WorldPartition"
type: concept
tags: ["unreal-engine", "open-world", "streaming", "level-design"]
sources: ["unreal-world-builder"]
last_updated: 2026-04-30
---
## Aliases
- UE5 World Partition
- WP
- World Partition System
- 开放世界分区
## Definition
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)。
## Grid Cell Size Strategy
| 区域类型 | 单元格尺寸 | 说明 |
|---------|---------|------|
| 密集城区 | 64m | 高密度流式内容 |
| 空旷地形 | 128m | 平衡精度与开销 |
| 沙漠/海洋 | 256m+ | 稀疏区域 |
## Data Layers Configuration
| Layer Name | Type | Contents |
|----------------|---------------|------------------------------------|
| AlwaysLoaded | Always Loaded | Sky, audio manager, game systems |
| HighDetail | Runtime | Loaded when quality = High |
| PlayerCampData | Runtime | Quest-specific environment changes |
## Critical Rules
- **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
- **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
- **Always Loaded 层存放**Sky、Audio Manager、GameMode 等常驻内容
- **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
## Streaming Sources
- **Player Pawn**主要流式来源512m 激活范围
- **Cinematic Camera**:次要来源,用于过场区域预加载
## Role in Open-World Pipeline
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。
## Connections
- [[UnrealWorldBuilder]] ← 工作流框架 ← WorldPartition
- [[UnrealEngine5]] ← 核心引擎 ← WorldPartition
- [[OneFilePerActor]] ← 协作模式 ← WorldPartition
- [[LargeWorldCoordinates]] ← 坐标精度 ← WorldPartition
- [[ProceduralContentGeneration]] ← 空间管理 ← WorldPartition
## Sources
- [[unreal-world-builder]]