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World Partition

Scene, level & world
4 operationsworld_partition

Work with World Partition: load cells, manage Data Layers and check partitioned levels.

What it’s for

Levels built on World Partition do not live in a single map file. The world streams in as a grid of cells, and actors are grouped into Data Layers that can be loaded or hidden on their own. Ask your assistant to handle these controls for you, so you do not have to click through the World Partition and Data Layer editors.

Use it to load a region of the world so you can edit actors there, to organize actors into Data Layers, and to move existing actors into the right layer. It applies whenever your map is a World Partition world and not a classic persistent level with sublevels.

A partitioned world only loads the cells around a point, so ask for the region you care about before working on actors inside it. Actors outside the loaded cells are not there to edit yet. To place or edit the actors themselves, see Actors in the level.

Things you can ask

Load a region of the world

The cells around a spot load so you can edit their actors.

exampleworld_partition
You: Load the world partition cells around the town square so I can edit them.

Loaded 6 cells around the town square. Their actors are ready to edit.

Create a Data Layer and put an actor in it

Related actors are grouped under a named layer you can toggle on its own.

exampleworld_partition
You: Make a "Foliage" data layer and move the BigOak actor into it.

Created the Foliage data layer and moved BigOak into it.

Clean up broken Data Layers

Data Layer entries that point at deleted assets are removed.

exampleworld_partition
You: Some data layers point at deleted assets. Remove the broken ones.

Removed 2 data layer entries whose assets were missing.