Verse Library verse

01 Fragment

Explains World Partition streaming and HLOD concepts to optimize island memory usage and prevent crashes.

verse-library/memory-management-in-unreal-editor-for-fortnite/01-fragment.verse

// CONCEPTUAL OVERVIEW: How World Partition Manages Memory

// 1. THE GRID (World Partition)
// Imagine your island is a chessboard.
// Instead of loading the whole board, we only load the squares near the player.
World_Partition_Grid := Create_Grid(Cells = 100x100)

// 2. STREAMING (The Bus)
// This function runs constantly. It checks where the player is.
Function Update_Streaming(Player_Position: Vector3) -> Void:
    // Load cells near the player
    For Each Cell in World_Partition_Grid:
        If Distance(Cell.Center, Player_Position) < Stream_Radius:
            Cell.Load_Into_Memory() // The Bus picks up this chunk
        Else:
            Cell.Unload_From_Memory() // The Bus drops off old chunks

// 3. HLOD (The Zoomed-Out Trick)
// This is handled by the engine, but you trigger it by enabling it.
Function Apply_HLOD(Assset: Mesh) -> Void:
    // Create a low-detail version for distance
    Low_Poly_Version := Generate_Low_Poly_Mesh(Assset)
    
    // When the camera is far, swap the high-detail mesh for the low-poly one
    If Camera_Distance(Assset) > Far_Distance_Threshold:
        Render(Low_Poly_Version)
    Else:
        Render(Assset) // Use the high-quality version up close

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