UE World & Level Streaming
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated โ do not use".
This skill covers how a UWorld is composed and swapped at runtime: World Partition grids, data layers, HLOD, level instances, classic sub-level streaming, streaming volumes, and map travel. Everything here lives in the Engine module (Engine/Source/Runtime/Engine), so Core, CoreUObject and Engine in PublicDependencyModuleNames is all that is needed. The one exception is the Level Streaming Persistence plugin, which adds the LevelStreamingPersistence module.
For end-to-end configurations per game type (open world, hub-and-spoke, procedural, chapter-based, volume-driven, dedicated server), see streaming patterns.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.
| Request is aboutโฆ | Go to |
|---|---|
| Picking between World Partition and sub-levels | Choosing a Streaming Model |
| Grid streaming, streaming sources, blocking loads, CVars | World Partition Runtime |
| Turning content on and off inside a partitioned world | Data Layers |
| Reusable level chunks placed in the editor, packed actors | Level Instances |
LoadStreamLevel, ULevelStreaming, volumes, runtime instancing |
Sub-Level Streaming |
OpenLevel, ServerTravel, ClientTravel, seamless travel |
Level Travel |
| Distant proxies for streamed-out cells | HLOD |
| Keeping actor changes across a streaming cycle | Level Streaming Persistence |
| Per-world managers, state that must survive travel | World Subsystems and Cross-Level State |
Choosing a Streaming Model
| Situation | Use | Why |
|---|---|---|
| One large continuous map | World Partition grid | Automatic spatial cells, no manual sub-level bookkeeping |
| Optional content inside a partitioned map | Data layers | EDataLayerRuntimeState toggles without travel |
| The same level asset placed many times in the editor | ALevelInstance / APackedLevelActor |
Edited as a unit, packed into instanced meshes |
| The same level package spawned many times at runtime | ULevelStreamingDynamic::LoadLevelInstance |
Creates a uniquely named package per instance |
| Discrete hand-authored zones in a non-partitioned map | ULevelStreaming sub-levels |
Explicit load and visibility control per zone |
| Proximity-driven interiors in a non-partitioned map | ALevelStreamingVolume |
Camera-position driven, no gameplay code |
| A different map entirely | OpenLevel / ServerTravel |
Tears down and rebuilds the world |
World Partition and sub-level streaming are mutually exclusive on the same persistent level. UWorld::IsPartitionedWorld() (Engine/World.h:2968) reports which one is in play; AWorldSettings::GetWorldPartition() (GameFramework/WorldSettings.h:837) returns the partition object (the WorldPartition member is protected).
World Partition Runtime
UWorldPartition (WorldPartition/WorldPartition.h) owns the runtime hash that turns actors into cells. UWorldPartitionSubsystem is the per-world entry point and is a UTickableWorldSubsystem.
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/WorldPartitionSubsystem.h"
UWorldPartitionSubsystem* Subsystem = GetWorld()->GetSubsystem<UWorldPartitionSubsystem>();
if (Subsystem && Subsystem->IsAllStreamingCompleted())
{
// Every cell has finished loading, adding to or removing from the world.
}
Subsystem->ForEachWorldPartition([](UWorldPartition* Partition)
{
return Partition->IsStreamingEnabled(); // return false to stop iterating
});UWorldPartitionRuntimeCell is the unit the hash produces. Query readiness at an arbitrary point with a query source instead of polling actors:
#include "WorldPartition/WorldPartitionRuntimeCell.h"
#include "WorldPartition/WorldPartitionStreamingSource.h"
TArray<FWorldPartitionStreamingQuerySource> QuerySources;
QuerySources.Emplace(TargetLocation); // FVector
const bool bReady = Subsystem->IsStreamingCompleted(
EWorldPartitionRuntimeCellState::Activated, QuerySources, /*bExactState=*/false);EWorldPartitionRuntimeCellState is Unloaded, Loaded, Activated (WorldPartitionRuntimeCell.h:202).
Streaming sources
Any object can drive streaming by implementing IWorldPartitionStreamingSourceProvider (a plain interface struct in WorldPartitionStreamingSource.h) and registering it with the subsystem. For the common "this actor pulls cells in" case, add a UWorldPartitionStreamingSourceComponent instead โ it already implements the provider and registers itself.
The two virtuals to override are virtual bool GetStreamingSources(TArray<FWorldPartitionStreamingSource>& StreamingSources) const and virtual const UObject* GetStreamingSourceOwner() const. Register in BeginPlay with UWorldPartitionSubsystem::RegisterStreamingSourceProvider(this) and release in EndPlay with UnregisterStreamingSourceProvider(this). A complete actor implementation is in streaming patterns.
EStreamingSourceTargetState:Loaded(in memory, not added to the world) orActivated.EStreamingSourcePriority:Highest,High,Normal,Low,Lowest,Default(equalsNormal).TargetGridsplusEStreamingSourceTargetBehavior(Include/Exclude) restrict a source to named runtime grids.bBlockOnSlowLoadingopts the source into the engine's blocking path when streaming falls behind. Leave it false for cosmetic sources.UWorldPartitionSubsystem::GetStreamingSources(const UWorldPartition*, TArray<FWorldPartitionStreamingSource>&)reads back everything currently registered.
Runtime CVars
| CVar | Effect |
|---|---|
wp.Runtime.EnableServerStreaming |
Server-side cell streaming on dedicated and listen servers |
wp.Runtime.EnableServerStreamingOut |
Lets the server stream cells back out |
wp.Runtime.BlockOnSlowStreaming |
Blocks the game thread when a blocking source falls behind |
wp.Runtime.MaxLoadingStreamingCells |
Caps concurrent cell loads |
wp.Runtime.OverrideRuntimeLoadingRange |
Overrides a grid's loading range for testing |
wp.Runtime.ToggleDrawRuntimeHash2D |
Draws the cell grid on screen |
wp.Runtime.DumpStreamingSources |
Logs every registered streaming source |
wp.Runtime.HLOD |
Enables and disables HLOD proxies at runtime |
Data Layers
Actors reference data layers through AActor::DataLayerAssets (TArray<TSoftObjectPtr<UDataLayerAsset>>, GameFramework/Actor.h:1123). UDataLayerAsset is the authored asset, UDataLayerInstance is its per-world instance, and UDataLayerManager is the runtime accessor, reachable from any object inside a partitioned world.
// MyDataLayerController.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyDataLayerController.generated.h"
class UDataLayerAsset;
UCLASS()
class MYGAME_API AMyDataLayerController : public AActor
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = "MyGame|Streaming")
void SetDungeonActive(bool bActive);
UFUNCTION(BlueprintCallable, Category = "MyGame|Streaming")
bool IsDungeonActivated() const;
protected:
UPROPERTY(EditAnywhere, Category = "MyGame|Streaming")
TObjectPtr<const UDataLayerAsset> DungeonLayer;
};// MyDataLayerController.cpp
#include "MyDataLayerController.h"
#include "WorldPartition/DataLayer/DataLayerAsset.h"
#include "WorldPartition/DataLayer/DataLayerInstance.h"
#include "WorldPartition/DataLayer/DataLayerManager.h"
void AMyDataLayerController::SetDungeonActive(bool bActive)
{
UDataLayerManager* Manager = UDataLayerManager::GetDataLayerManager(this);
if (!Manager || !DungeonLayer)
{
return;
}
const EDataLayerRuntimeState NewState =
bActive ? EDataLayerRuntimeState::Activated : EDataLayerRuntimeState::Unloaded;
Manager->SetDataLayerRuntimeState(DungeonLayer, NewState, /*bInIsRecursive=*/true);
}
bool AMyDataLayerController::IsDungeonActivated() const
{
UDataLayerManager* Manager = UDataLayerManager::GetDataLayerManager(this);
if (!Manager || !DungeonLayer)
{
return false;
}
const UDataLayerInstance* Instance = Manager->GetDataLayerInstanceFromAsset(DungeonLayer);
return Instance && Manager->GetDataLayerInstanceRuntimeState(Instance) == EDataLayerRuntimeState::Activated;
}EDataLayerRuntimeState (DataLayerInstance.h:23): Unloaded, Loaded (in memory but not visible โ use it to pre-warm), Activated (loaded and visible).
Other manager entry points: SetDataLayerInstanceRuntimeState(const UDataLayerInstance*, EDataLayerRuntimeState, bool bInIsRecursive), GetDataLayerInstanceEffectiveRuntimeState, GetDataLayerInstances(), GetDataLayerInstanceFromName(const FName&), and the BlueprintAssignable delegate OnDataLayerInstanceRuntimeStateChanged. To sweep every instance:
Manager->ForEachDataLayerInstance([](UDataLayerInstance* Instance)
{
return Instance->IsRuntime(); // return false to stop early
});Authority: a runtime data layer with no load filter only responds to state changes made on the server, and the resulting state replicates. Client-only layers must be changed on the client, server-only layers on the server. The old world-subsystem accessor still exists as a deprecated shim โ see Deprecated โ do not use; route everything through UDataLayerManager.
Level Instances
ALevelInstance (LevelInstance/LevelInstanceActor.h) places a .umap as a reusable chunk and implements ILevelInstanceInterface. ULevelInstanceSubsystem is the UWorldSubsystem that tracks them.
#include "Engine/World.h"
#include "LevelInstance/LevelInstanceActor.h"
#include "LevelInstance/LevelInstanceSubsystem.h"
void AMyLevelInstanceDriver::ShowRoom(ALevelInstance* RoomInstance)
{
if (!RoomInstance)
{
return;
}
RoomInstance->LoadLevelInstance(); // queued; loads on the subsystem's next streaming update, so IsLoaded() is false this frame
ULevelInstanceSubsystem* Subsystem = GetWorld()->GetSubsystem<ULevelInstanceSubsystem>();
if (Subsystem && Subsystem->IsLoaded(RoomInstance))
{
Subsystem->ForEachActorInLevelInstance(RoomInstance, [](AActor* LevelActor)
{
LevelActor->SetActorTickEnabled(true);
return true;
});
}
}ILevelInstanceInterfaceruntime members:LoadLevelInstance(),UnloadLevelInstance(),IsLoaded(),GetLoadedLevel(),GetLevelStreaming(),GetWorldAsset(),GetLevelInstanceID(),IsInitiallyVisible().ULevelInstanceSubsystemruntime members:GetLevelInstance(const FLevelInstanceID&),GetOwningLevelInstance(const ULevel*),RequestLoadLevelInstance(ILevelInstanceInterface*, bool bUpdate),RequestUnloadLevelInstance(ILevelInstanceInterface*),IsLoaded,IsLoading,ForEachActorInLevelInstance,GetLevelInstanceLevel. The editing entry points areWITH_EDITORonly.ELevelInstanceRuntimeBehavior(LevelInstanceTypes.h:56) picks how the instance reaches the runtime:Partitioned(actors move into the main partition grid; shown as "Embedded") orLevelStreaming(its own streaming level; shown as "Standalone").APackedLevelActor(PackedLevelActor/PackedLevelActor.h) derives fromALevelInstanceand bakes its static meshes into instanced-mesh components. It reportsELevelInstanceRuntimeBehavior::Noneand loads no level at runtime.
Sub-Level Streaming
ULevelStreaming state
ELevelStreamingState (Engine/LevelStreaming.h:110) is Removed, Unloaded, FailedToLoad, Loading, LoadedNotVisible, MakingVisible, LoadedVisible, MakingInvisible. Read it with GetLevelStreamingState(). The requested side is ELevelStreamingTargetState (Unloaded, UnloadedAndRemoved, LoadedNotVisible, LoadedVisible).
#include "Engine/LevelStreaming.h"
#include "Kismet/GameplayStatics.h"
ULevelStreaming* Streaming = UGameplayStatics::GetStreamingLevel(this, FName("/Game/Levels/L_Zone_A"));
if (Streaming)
{
Streaming->SetShouldBeLoaded(true);
Streaming->SetShouldBeVisible(true);
const bool bReady = Streaming->IsLevelLoaded() && Streaming->IsLevelVisible();
ULevel* Loaded = Streaming->GetLoadedLevel();
}Four BlueprintAssignable delegates, all with no parameters: OnLevelLoaded, OnLevelUnloaded, OnLevelShown, OnLevelHidden. Bind with AddDynamic to a no-argument UFUNCTION().
Use SetIsRequestingUnloadAndRemoval(true) to drop the streaming level object entirely. Never mutate UWorld::StreamingLevels directly โ use AddStreamingLevel, AddStreamingLevels, RemoveStreamingLevel, RemoveStreamingLevels and UpdateStreamingLevelShouldBeConsidered (Engine/World.h:1073-1109), which maintain StreamingLevelsToConsider.
Latent load and unload
UGameplayStatics::LoadStreamLevel(const UObject* WorldContextObject, FName LevelName, bool bMakeVisibleAfterLoad, bool bShouldBlockOnLoad, FLatentActionInfo LatentInfo) and UnloadStreamLevel(const UObject* WorldContextObject, FName LevelName, FLatentActionInfo LatentInfo, bool bShouldBlockOnUnload) resume through FLatentActionInfo::ExecutionFunction, which is resolved by name through the reflection system. The callback therefore has to be a UFUNCTION() declared inside a class body in a header.
// MyStreamingActor.h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyStreamingActor.generated.h"
UCLASS()
class MYGAME_API AMyStreamingActor : public AActor
{
GENERATED_BODY()
public:
void StreamInRoom(FName LevelName);
void StreamOutRoom(FName LevelName);
// UFUNCTION on the declaration is mandatory: FLatentActionInfo::ExecutionFunction
// is looked up by name on CallbackTarget's UClass.
UFUNCTION()
void OnRoomLoaded();
UFUNCTION()
void OnRoomUnloaded();
protected:
bool bRoomReady = false;
};// MyStreamingActor.cpp
#include "MyStreamingActor.h"
#include "Engine/LatentActionManager.h"
#include "Kismet/GameplayStatics.h"
void AMyStreamingActor::StreamInRoom(FName LevelName)
{
FLatentActionInfo LatentInfo;
LatentInfo.CallbackTarget = this;
LatentInfo.ExecutionFunction = FName("OnRoomLoaded");
LatentInfo.Linkage = 0;
LatentInfo.UUID = 1; // unique per pending latent action on this object
UGameplayStatics::LoadStreamLevel(this, LevelName,
/*bMakeVisibleAfterLoad=*/true, /*bShouldBlockOnLoad=*/false, LatentInfo);
}
void AMyStreamingActor::StreamOutRoom(FName LevelName)
{
FLatentActionInfo LatentInfo;
LatentInfo.CallbackTarget = this;
LatentInfo.ExecutionFunction = FName("OnRoomUnloaded");
LatentInfo.Linkage = 0;
LatentInfo.UUID = 2;
UGameplayStatics::UnloadStreamLevel(this, LevelName, LatentInfo, /*bShouldBlockOnUnload=*/false);
}
void AMyStreamingActor::OnRoomLoaded()
{
bRoomReady = true;
}
void AMyStreamingActor::OnRoomUnloaded()
{
bRoomReady = false;
}LoadStreamLevelBySoftObjectPtr and UnloadStreamLevelBySoftObjectPtr take a TSoftObjectPtr<UWorld> in place of the FName and are the packaging-safe form. UGameplayStatics::FlushLevelStreaming(const UObject*) blocks until pending work completes; UWorld::FlushLevelStreaming(EFlushLevelStreamingType) gives finer control (None, Full, Visibility).
Runtime level instancing
ULevelStreamingDynamic loads one package repeatedly at different transforms. Prefer the params-struct overload, because the by-name overload cannot express a full FTransform.
#include "Engine/LevelStreamingDynamic.h"
#include "Engine/World.h"
ULevelStreamingDynamic* AMyDungeonGenerator::SpawnRoom(const FTransform& RoomTransform, const FString& InstanceName)
{
ULevelStreamingDynamic::FLoadLevelInstanceParams Params(
GetWorld(), TEXT("/Game/Levels/L_Room_Corridor"), RoomTransform);
Params.OptionalLevelNameOverride = &InstanceName; // identical on server and clients
Params.bInitiallyVisible = true;
bool bSuccess = false;
ULevelStreamingDynamic* Level = ULevelStreamingDynamic::LoadLevelInstance(Params, bSuccess);
return bSuccess ? Level : nullptr;
}Tear an instance down with SetShouldBeVisible(false), SetShouldBeLoaded(false), then SetIsRequestingUnloadAndRemoval(true). A generator that tracks its instances and binds OnLevelShown is in streaming patterns.
FLoadLevelInstanceParams members: World, LongPackageName, LevelTransform, OptionalLevelNameOverride (const FString*), OptionalLevelStreamingClass, bLoadAsTempPackage, bInitiallyVisible, bAllowReuseExitingLevelStreaming, EditorPathOwner, LevelStreamingCreatedCallback.
The Blueprint-exposed overloads are LoadLevelInstance(UObject* WorldContextObject, FString LevelName, FVector Location, FRotator Rotation, bool& bOutSuccess, const FString& OptionalLevelNameOverride, TSubclassOf<ULevelStreamingDynamic> OptionalLevelStreamingClass, bool bLoadAsTempPackage) and LoadLevelInstanceBySoftObjectPtr, which takes a TSoftObjectPtr<UWorld> in place of LevelName and the same tail parameters; a C++-only BySoftObjectPtr overload takes an FTransform (Engine/LevelStreamingDynamic.h:94).
Streaming volumes
ALevelStreamingVolume drives sub-levels from camera position. EStreamingVolumeUsage values: SVB_Loading, SVB_LoadingAndVisibility, SVB_VisibilityBlockingOnLoad, SVB_BlockingOnLoad, SVB_LoadingNotVisible. Set StreamingUsage on the volume; StreamingLevelNames lists what it affects and a streaming level's EditorStreamingVolumes array is the editor-side link. Set ULevelStreaming::bDisableDistanceStreaming = true to take a level off volume control, and MinTimeBetweenVolumeUnloadRequests to damp flicker at volume boundaries. Streaming volumes do nothing in a partitioned world.
Level Travel
| Call | Header | Effect |
|---|---|---|
UGameplayStatics::OpenLevel(const UObject*, FName LevelName, bool bAbsolute, FString Options) |
Kismet/GameplayStatics.h:340 |
Tears down the world; clients disconnect |
UGameplayStatics::OpenLevelBySoftObjectPtr(const UObject*, TSoftObjectPtr<UWorld>, bool, FString) |
Kismet/GameplayStatics.h:350 |
Same, packaging-safe reference |
UWorld::ServerTravel(const FString& InURL, bool bAbsolute, bool bShouldSkipGameNotify) |
Engine/World.h:4231 |
Server moves, clients follow |
APlayerController::ClientTravel(const FString& URL, ETravelType, bool bSeamless, FGuid) |
GameFramework/PlayerController.h:1413 |
Client-initiated; TRAVEL_Absolute, TRAVEL_Partial, TRAVEL_Relative |
UWorld::SeamlessTravel(const FString& InURL, bool bAbsolute) |
Engine/World.h:4243 |
Background transition, connections kept |
UGameplayStatics::GetCurrentLevelName(const UObject*, bool bRemovePrefixString) |
Kismet/GameplayStatics.h:358 |
Current map name |
Seamless travel
- Set
bUseSeamlessTravel = truein the GameMode constructor. It is already aUPROPERTYonAGameModeBase(GameModeBase.h:579) โ do not redeclare it. - Set a transition map. Without one the engine transitions through an empty dummy world (
World.cpp:8367). In PIE, seamless travel falls back to hard travel unlessnet.AllowPIESeamlessTravel=1(GameModeBase.cpp:506).
[/Script/EngineSettings.GameMapsSettings]
TransitionMap=/Game/Maps/L_Transition.L_Transition- Override the persistence hooks. Signatures are verbatim from
GameFramework/GameModeBase.h:239-268:
// MyGameMode.cpp
void AMyGameMode::GetSeamlessTravelActorList(bool bToTransition, TArray<AActor*>& ActorList)
{
Super::GetSeamlessTravelActorList(bToTransition, ActorList);
if (MyPersistentManager)
{
ActorList.Add(MyPersistentManager); // called for both legs (to transition, then to destination); add on both
}
}
void AMyGameMode::PostSeamlessTravel()
{
Super::PostSeamlessTravel();
}
void AMyGameMode::HandleSeamlessTravelPlayer(AController*& C)
{
Super::HandleSeamlessTravelPlayer(C);
}APlayerController::GetSeamlessTravelActorList(bool bToEntry, TArray<AActor*>& ActorList) is the client-side counterpart. APlayerController::SeamlessTravelTo(APlayerController* NewPC) / SeamlessTravelFrom(APlayerController* OldPC) and APlayerState::SeamlessTravelTo(APlayerState* NewPlayerState) copy per-player state onto the new objects. UWorld::IsInSeamlessTravel() and UWorld::SetSeamlessTravelMidpointPause(bool bNowPaused) control the midpoint; UWorld::OnSeamlessTravelStart and UWorld::OnSeamlessTravelTransition are static multicast delegates for observers.
Replication behaviour across travel (channel teardown, actor re-creation, net relevancy) belongs to ue-networking-replication; UNetDriver::NotifyActorLevelUnloaded(AActor*) is the hook it uses when a streamed level goes away.
HLOD
HLOD produces stand-in proxies for cells that are streamed out. UHLODLayer (WorldPartition/HLOD/HLODLayer.h) configures a tier; grid placement comes from the runtime partition's settings rather than the layer. Hash and rebuild bookkeeping runs through UHLODRebuildPolicy and UHLODRebuildPolicyData, and builder settings (UHLODBuilderSettings) implement ComputeHLODHash(FHLODHashBuilder&).
At runtime, UWorldPartitionHLODRuntimeSubsystem (a UWorldSubsystem) tracks proxies as IWorldPartitionHLODObject, not as actors: RegisterHLODObject, UnregisterHLODObject, GetHLODObjectsForCell(const UWorldPartitionRuntimeCell*), OnHLODObjectRegisteredEvent(), OnHLODObjectUnregisteredEvent(), IsHLODEnabled(), IsWarmupEnabled(). AWorldPartitionHLOD and AWorldPartitionCustomHLOD (WorldPartition/HLOD/CustomHLODActor.h) both implement that interface, and AWorldPartitionHLODSourceCellPlaceholder stands in for a source cell during builds.
Build HLODs before shipping. Without them, everything past the loading range is simply absent.
Level Streaming Persistence
The Level Streaming Persistence plugin (Experimental in 5.8) keeps property values, destroyed-actor records and respawn data attached to streaming levels, so a level that streams out and back in returns changed. Add the LevelStreamingPersistence module to Build.cs.
ULevelStreamingPersistenceManager is a UWorldSubsystem. Blueprint-callable: SerializeTo(TArray<uint8>& OutPayload, bool bForceUpdate), InitializeFrom(const TArray<uint8>& InPayload), EjectPlacedActor(AActor*), RecreateActorInLevel(AActor*, ULevel* NewOwningLevel), RecreateActorInPersistentLevel(AActor*). Templated accessors SetPropertyValue, TrySetPropertyValue and GetPropertyValue read and write individual persisted properties by object path and property name. Which properties persist is declared in ULevelStreamingPersistenceSettings, a UDeveloperSettings with config Engine.
Call InitializeFrom once per map and early โ from a custom UWorldSubsystem::Initialize โ so values land before actors begin play. The payload it produces is what a USaveGame stores; see ue-serialization-savegames.
World Subsystems and Cross-Level State
UWorldSubsystem (Subsystems/WorldSubsystem.h) is created once per UWorld and dies with it, including on travel โ the right home for a streaming manager or zone tracker. The full subsystem type table lives in ue-cpp-foundations.
Overridable hooks, verbatim from Subsystems/WorldSubsystem.h:34-66: virtual bool ShouldCreateSubsystem(UObject* Outer) const, virtual void PostInitialize(), virtual void OnWorldBeginPlay(UWorld& InWorld), virtual void OnWorldEndPlay(UWorld& InWorld), virtual void OnWorldComponentsUpdated(UWorld& World), virtual void PreDeinitialize(), virtual bool DoesSupportWorldType(const EWorldType::Type WorldType) const. Reach it with GetWorld()->GetSubsystem<UMyStreamingManager>(). A worked zone-manager subsystem is in streaming patterns.
For per-frame work derive from UTickableWorldSubsystem and implement Tick(float DeltaTime) plus GetStatId() const (pure virtual). Its Initialize and Deinitialize overrides are what arm and disarm ticking, so always call Super:: in both.
| Mechanism | Lifetime | Use for |
|---|---|---|
UGameInstance |
Whole application session | Cross-map player and session data |
UGameInstanceSubsystem |
Whole application session | Services that outlive every world |
| Seamless travel actor list | Transition only | Actors that physically cross |
UWorldSubsystem |
One world | World-scoped caches; push to UGameInstance before travel |
USaveGame |
Disk | Progression โ see ue-serialization-savegames |
Deprecated โ do not use
| Do not emit | Use in 5.8 | Source |
|---|---|---|
AActor::DataLayers, FActorDataLayer |
AActor::DataLayerAssets |
UE_DEPRECATED(5.8) in GameFramework/Actor.h:1115 |
UDataLayerSubsystem |
UDataLayerManager |
UE_DEPRECATED(5.3) in WorldPartition/DataLayer/DataLayerSubsystem.h:37 |
AWorldDataLayers::OverwriteDataLayerRuntimeStates |
UDataLayerManager::SetDataLayerRuntimeState |
UE_DEPRECATED(5.8) in WorldPartition/DataLayer/WorldDataLayers.h:135 |
UDataLayerInstance::GetDataLayerFName |
UObject::GetFName |
UE_DEPRECATED(5.8) in WorldPartition/DataLayer/DataLayerInstance.h:190 |
UDataLayerManager::GetDataLayerInstanceNames outside the editor |
Pass asset or instance pointers at runtime | UE_DEPRECATED(5.8) in WorldPartition/DataLayer/DataLayerManager.h:121 |
ULevelStreaming::ECurrentState, GetCurrentState() |
ELevelStreamingState, GetLevelStreamingState() |
UE_DEPRECATED(5.2) in Engine/LevelStreaming.h:367 |
UWorldPartitionLevelStreamingDynamic::LoadInEditor / UnloadFromEditor |
No supported replacement | UE_DEPRECATED(5.7) in WorldPartition/WorldPartitionLevelStreamingDynamic.h:63 |
UHLODBuilderSettings::GetCRC() |
ComputeHLODHash(FHLODHashBuilder&) |
UE_DEPRECATED(5.7) in WorldPartition/HLOD/HLODBuilder.h:43 |
UWorldPartitionHLODSourceActors::GetHLODHash() |
ComputeHLODHash(FHLODHashBuilder&) |
UE_DEPRECATED(5.7) in WorldPartition/HLOD/HLODSourceActors.h:27 |
AWorldPartitionHLOD::GetHLODHash / ComputeHLODHash / SetHLODHash |
GetHLODRebuildPolicyDataSet / SetHLODRebuildPolicyDataSet with UHLODRebuildPolicyData |
UE_DEPRECATED(5.8) in WorldPartition/HLOD/HLODActor.h:146 |
UHLODLayer::GetCellSize / GetLoadingRange / IsSpatiallyLoaded |
Runtime partition settings | UE_DEPRECATED(5.7) in WorldPartition/HLOD/HLODLayer.h:82 |
UWorldPartitionHLODRuntimeSubsystem::RegisterHLODActor / GetHLODActorsForCell / GetNumOutdatedHLODActors |
RegisterHLODObject / GetHLODObjectsForCell / GetNumOutdatedHLODObjects |
UE_DEPRECATED(5.6) in WorldPartition/HLOD/HLODRuntimeSubsystem.h:77 |
AWorldPartitionCustomHLODPlaceholder |
AWorldPartitionHLODSourceCellPlaceholder |
UE_DEPRECATED(5.8) in WorldPartition/HLOD/CustomHLODPlaceholderActor.h:9 |
UWorldPartitionStreamingSourceComponent::TargetGrid / TargetHLODLayers |
TargetGrids with TargetBehavior |
DeprecatedProperty in Components/WorldPartitionStreamingSourceComponent.h:63 |
Common Mistakes
UFUNCTION() above an out-of-line definition. A latent callback written as UFUNCTION() void AMyActor::OnRoomLoaded() {} in a .cpp is invisible to UHT, so FLatentActionInfo::ExecutionFunction never resolves and the continuation silently never fires. Declare it inside the class body in the header.
Reusing one FLatentActionInfo::UUID. Two pending actions on the same CallbackTarget that share a UUID collide and one is dropped. Give each call site its own constant.
Blocking loads outside a loading screen. bShouldBlockOnLoad = true, FlushLevelStreaming and wp.Runtime.BlockOnSlowStreaming all stall the game thread. On a server they stall every client.
Setting data-layer state on the client. A runtime data layer with no load filter only responds on the server; the state then replicates. Client-side calls appear to do nothing.
Mismatched dynamic level names in multiplayer. ULevelStreamingDynamic::LoadLevelInstance generates a unique package name per process. Without OptionalLevelNameOverride set to the same string on server and clients, the instances are different packages and nothing lines up.
Hard references across level boundaries. Unloading marks every object in the level package as garbage (LevelStreamingGCHelper.cpp:201-208), so a UPROPERTY() pointer from a persistent actor into a streamed level is nulled (a non-UPROPERTY raw pointer dangles) and does not re-point when the level streams back in. Use TSoftObjectPtr or TWeakObjectPtr across boundaries.
Expecting streaming volumes to work in World Partition. They do not. Use data layers or a streaming source instead.
Assuming the dedicated server streams like a client. Server cell streaming is off unless enabled, and its sources are the ones you register. Check UWorldPartition::IsServerStreamingEnabled() before debugging "missing" actors on the server.
Mutating UWorld::StreamingLevels directly. It bypasses StreamingLevelsToConsider, so the level is never evaluated. Use the AddStreamingLevel / RemoveStreamingLevel family.
Skipping Super::Initialize / Super::Deinitialize in a UTickableWorldSubsystem. Those calls are what enable and disable ticking.
Related Skills
ue-cpp-foundationsโ the full subsystem type table,TObjectPtr,TSoftObjectPtr, GC and object lifetime rules.ue-networking-replicationโ replication across travel, net relevancy,DOREPLIFETIME, dedicated-server authority.ue-gameplay-frameworkโ GameMode and GameState travel callbacks, login flow,UGameInstancerole.ue-data-assets-tablesโUDataAsset(the base ofUDataLayerAsset), async asset loading, Asset Manager.ue-procedural-generationโ PCG-driven content that populates partitioned levels.ue-serialization-savegamesโUSaveGame, writing the Level Streaming Persistence payload to disk.ue-actor-component-architectureโ component design for streaming-source actors and world managers.ue-game-featuresโ Game Feature plugins, GameFeatureAction and the modular component managerue-sequencer-cinematicsโ Level Sequences, playback, cine cameras and Movie Render Graph