Both WorldPartitionRuntimeSpatialHash and WorldPartitionRuntimeHashSet seem to load Cells based on the loading range. What is the difference that makes them separate?
Hello there @Anonymous_105292a4196d5e0ae3f791888d9f14e2!
Indeed, both RuntimeSpatialHash and RuntimeHashSet are used for managing actors within the WP grid, it’s mostly a difference on how they handle data. RuntimeSpatialHash uses a cell grid to determine which actors are relevant at each location, while RuntimeHashSet uses a table for managing them, which translates to faster results in certain scenarios.
While RuntimeSpatialHash is used for large, open worlds, and divides the world in cells, where location/bounds of each actor are important, RuntimeHashSet is not spatial, it doesn’t care where the actors are, it just assigns function or behavior depending on which table they belong to.
For more info about WP, please check UE community documentation below: