Hello everyone,
I am developing an open-world game in UE5 and have two very large city maps. Each city is a separate level that uses World Partition.
I would like to know how to transition between these two World Partition maps at runtime while making the transition appear seamless to the player.
My requirements:
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Both cities are very large and use World Partition for automatic world streaming.
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Each city should remain a separate map so that I can develop and maintain them independently.
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The player should be able to travel from one city to the other during gameplay.
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Ideally, the transition should happen without a visible loading screen, black screen, or noticeable interruption to gameplay.
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The destination city should be loaded and ready before the player arrives, if possible.
My questions:
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Is it possible to preload a second World Partition map while the player is still exploring the first map?
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What is the recommended approach for transitioning between two independent World Partition maps without a noticeable loading pause?
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Can Level Streaming or other UE5 streaming systems be used alongside World Partition to achieve this?
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Would you recommend keeping both cities as separate maps, or combining them into a single World Partition map?
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Are there any engine limitations or important considerations regarding memory usage, streaming performance, and lighting when implementing this?
I would appreciate any recommendations for the appropriate architecture, relevant UE5 features, or practical implementation examples in Blueprint or C++.
Thank you!