54 lines
2.2 KiB
Markdown
54 lines
2.2 KiB
Markdown
---
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title: "WorldPartition"
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type: concept
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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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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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## 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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## 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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## 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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## 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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