How to access World Partition Runtime Settings In Blueprints?

Is there a way to get access to the Runtime Grid settings, specifically “Block On Slow Streaming” through Blueprint nodes?

I couldn’t figure out an official settings, so I ended up creating my own C++ function that’s really easy to use!

Here is the code for anyone that comes across it in future!

I created a Blueprint Function Library File called: WorldPartitionBPFunctionLibrary.cpp & its respective Header file WorldPartitionBPFunctionLibrary.h

Add the following code in the Header file!

MAKE SURE YOU REPLACE THE WORD “YourProject_API” with your project’s name

#pragma once

#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "WorldPartition/WorldPartition.h"
#include "WorldPartition/WorldPartitionRuntimeSpatialHash.h"
#include "WorldPartition/WorldPartitionStreamingSource.h"
#include "WorldPartitionBPFunctionLibrary.generated.h"

/**
 * 
 */
UCLASS()
class YourProject_API UWorldPartitionBPFunctionLibrary : public UBlueprintFunctionLibrary
{
	GENERATED_BODY()
	
public:
	UFUNCTION(BlueprintCallable, Category = "World Partition")
	static void SetWorldPartitionBlockSettings(UObject* OwningActor);

};

This is the CPP file:


#include "WorldPartitionBPFunctionLibrary.h"

void UWorldPartitionBPFunctionLibrary::SetWorldPartitionBlockSettings(UObject* OwningActor)
{
	OwningActor->GetWorld()->BlockTillLevelStreamingCompleted();
}

Then you go into your blueprint and call this function! Since its a BP Function, you can call it from any BP. It will ask you to add “Owning Actor” as a parameter, just pass self reference.

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