Hey awesome community
,
I’m currently updating my workflow to Unreal Engine 5.3 and have some questions regarding the changes in level management systems, specifically about the use of Sublevels and the transition to the World Partition system:
- Is the Sublevel System Obsolete in UE 5.3?
- Should I Use the World Partition System Instead?
- Given the advancements in UE 5.3, is it recommended to use the World Partition system over the traditional Sublevel system? Are there specific scenarios or project types where World Partition significantly outperforms Sublevels?
- Replacing LevelScriptActors from Sublevels:
- In my previous projects, I heavily relied on LevelScriptActors within Sublevels. What is the best way to transition or replace these LevelScriptActors when moving to World Partition? Are there any best practices or alternative approaches that I should consider to maintain or enhance the functionality that LevelScriptActors provided in the context of World Partition?
Any insights, tips, or resources you could share would be greatly appreciated, as I’m looking to optimize my workflow with the latest capabilities of Unreal Engine 5.3.
Thank you in advance!
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No
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It’s up to you
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I’ve not heard of level script actors?..
World partition is for when you want to make a great big open worldy type game, and you don’t want to worry about connecting everything together. Just build a huge level, and the streaming system will do the heavy lifting for you.
If you want to work on levels as separate files and join them together with level streaming, still totally possible in UE5.
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Hi @ClockworkOcean thank you for the quick answer 
- I ask because in the link I shared Epic says " the Levels window has been made obsolete by World Partition."
- Level Script Actors = Level Blueprint
(and you can create your own base class for Level Blueprints).
And in World Partition you can’t have Sublevels, so you can only have 1 Level Blueprint.
Yeah, we don’t have a huge open world game. Maybe it is large with 1km², but thats it 
- Yes, I see it

They might get rid of the window, but it would be very shortsighted to get rid of streaming. Not everybody wants to make a vast, open world.
Also, you have the ability to make a level instance in UE5. How are you meant to load that without streaming?
- I live and learn. I see how to make it, but can’t find ANYTHING about it. How do you assign it to a level?
In the end, it’s really up to you. I looked into WP, but there’s all sorts of problems, like it not loading when you do want , loading when you don’t want etc
You can specify grid parameters, and always loaded actors etc, but generally not much control.
Also, WP doesn’t work ( yet ) on the Z axis, only XY.
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When you’ve added sublevel like I did here

You’ll find the Level Blueprints for the Sublevels right here

And you don’t assign them, they exist automatically 
And the best thing is that you can create custom base classes for your level script actors (level blueprints)
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Ah… custom base class is what I was seeing - thanks! 
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