// 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
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