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/ue-world-level-streaming

@f3742d7
by Quod Solerquodsoler/unreal-engine-skills352 stars
59

Use when streaming levels in and out, setting up World Partition, or moving between maps. Also use when the user mentions 'level streaming', 'World Partition', 'data layer', 'UDataLayerManager', 'SetDataLayerRuntimeState', 'LoadStreamLevel', 'UnloadStreamLevel', 'ULevelStreamingDynamic', 'LoadLevelInstance', 'ALevelInstance', 'streaming source', 'streaming volume', 'HLOD', 'OpenLevel', 'ServerTravel', 'seamless travel', 'sub-level', 'open world', or 'UWorldSubsystem'. For replication and net relevancy, see ue-networking-replication; for GameMode travel callbacks, see ue-gameplay-framework; for saving world state to disk, see ue-serialization-savegames.

Use this Skill: https://skilld.dev/gh/quodsoler/unreal-engine-skills/ue-world-level-streaming

This session only. Nothing lands on disk.

SKILL.md

โ‰ˆ172 tokens always: the name and description. โ‰ˆ7.9k when used: this file. โ‰ˆ4.9k more on demand in 1 file.

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 aboutโ€ฆ 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) or Activated.
  • EStreamingSourcePriority: Highest, High, Normal, Low, Lowest, Default (equals Normal).
  • TargetGrids plus EStreamingSourceTargetBehavior (Include / Exclude) restrict a source to named runtime grids.
  • bBlockOnSlowLoading opts 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;
        });
    }
}
  • ILevelInstanceInterface runtime members: LoadLevelInstance(), UnloadLevelInstance(), IsLoaded(), GetLoadedLevel(), GetLevelStreaming(), GetWorldAsset(), GetLevelInstanceID(), IsInitiallyVisible().
  • ULevelInstanceSubsystem runtime members: GetLevelInstance(const FLevelInstanceID&), GetOwningLevelInstance(const ULevel*), RequestLoadLevelInstance(ILevelInstanceInterface*, bool bUpdate), RequestUnloadLevelInstance(ILevelInstanceInterface*), IsLoaded, IsLoading, ForEachActorInLevelInstance, GetLevelInstanceLevel. The editing entry points are WITH_EDITOR only.
  • ELevelInstanceRuntimeBehavior (LevelInstanceTypes.h:56) picks how the instance reaches the runtime: Partitioned (actors move into the main partition grid; shown as "Embedded") or LevelStreaming (its own streaming level; shown as "Standalone").
  • APackedLevelActor (PackedLevelActor/PackedLevelActor.h) derives from ALevelInstance and bakes its static meshes into instanced-mesh components. It reports ELevelInstanceRuntimeBehavior::None and 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

  1. Set bUseSeamlessTravel = true in the GameMode constructor. It is already a UPROPERTY on AGameModeBase (GameModeBase.h:579) โ€” do not redeclare it.
  2. 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 unless net.AllowPIESeamlessTravel=1 (GameModeBase.cpp:506).
[/Script/EngineSettings.GameMapsSettings]
TransitionMap=/Game/Maps/L_Transition.L_Transition
  1. 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-foundations โ€” the full subsystem type table, TObjectPtr, TSoftObjectPtr, GC and object lifetime rules.
  • ue-networking-replication โ€” replication across travel, net relevancy, DOREPLIFETIME, dedicated-server authority.
  • ue-gameplay-framework โ€” GameMode and GameState travel callbacks, login flow, UGameInstance role.
  • ue-data-assets-tables โ€” UDataAsset (the base of UDataLayerAsset), async asset loading, Asset Manager.
  • ue-procedural-generation โ€” PCG-driven content that populates partitioned levels.
  • ue-serialization-savegames โ€” USaveGame, writing the Level Streaming Persistence payload to disk.
  • ue-actor-component-architecture โ€” component design for streaming-source actors and world managers.
  • ue-game-features โ€” Game Feature plugins, GameFeatureAction and the modular component manager
  • ue-sequencer-cinematics โ€” Level Sequences, playback, cine cameras and Movie Render Graph

Source: SKILL.md on GitHub

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  • Gen Agent Trust Hub2d

    The skill is a technical reference for Unreal Engine's world management and level streaming systems. It provides documentation, architectural patterns, and C++ code examples for game developers, with no security risks detected.

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    No alerts

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    Risk: LOW ยท No issues

  • Runlayer6mo

    2 files scanned ยท No issues

  • ZeroLeaks5mo

    Score: 93/100 ยท 2 sections analyzed

Signed by skilld at f3742d7. This ties the file your Agent reads to that commit on GitHub. It does not review the instructions.

Last checked against GitHub 2 days ago.

Activeupdated 3 days ago
metadata
{
  "version": "2.0.0",
  "engine": "5.8"
}

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