World Manager
Cache Biomes, Spawn HLODs, and Handle Runtime Generation
BP_WorldManager — Collects and maintains the biome cache, manages runtime generation, and spawns HLOD content for efficient streaming and performance. It also performs post-generation level cleanup, removing temporary data and keeping the world state tidy after setup.
RuletheWorld
How To
Manage Runtime Generation in regular level
Runtime Generation was added specifically to address long load times when using Nanite foliage. Instead of loading everything up front, it spawns meshes on the fly around the player as needed and despawns them when the player moves far away. This also lets you use regular levels instead of World Partition. In fact, it often works better in regular levels.
How To
Manage Runtime Generation in World Partition Levels
Although World Partition can cause performance drops and spikes during chunk loading/unloading, some projects still rely on it for various reasons.
● Actor Selector Settings → Actor Selection → By Tag
● Actor Selector Settings → Actor Selection Tag → Cache
● Index [0] → RTree
● Index [1] → RActor
● Index [2] → RMesh
● Index [3] → RHLOD
Rewire RHLOD connection from the Get Actor Data node to the RHLOD output of the Get PCG Component Data node. Save and close.
● PCG Component → Settings → Generation Trigger → Generate on Demand
● PCG Component → Settings → Is Partitioned → Enabled
● PCG Component → Editing Settings → Regenerate PCG Volume in Editor → Disabled
● Actor → Advanced → Tags → + → Cache
PCG_RuntimeSpawner:
● PCG Component → Settings → Generation Trigger → Generate at Runtime
● PCG Component → Settings → Is Partitioned → Enabled
● PCG Component → Editing Settings → Regenerate PCG Volume in Editor → Disabled
PCG_HLODSpawner:
● PCG Component → Settings → Generation Trigger → Generate on Demand
● PCG Component → Settings → Is Partitioned → Enabled
● PCG Component → Editing Settings → Regenerate PCG Volume in Editor → Disabled
