How to Seamlessly Transition Between Two Large World Partition Maps at Runtime?

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:

  • Both cities are very large and use World Partition for automatic world streaming.

  • Each city should remain a separate map so that I can develop and maintain them independently.

  • The player should be able to travel from one city to the other during gameplay.

  • Ideally, the transition should happen without a visible loading screen, black screen, or noticeable interruption to gameplay.

  • The destination city should be loaded and ready before the player arrives, if possible.

My questions:

  1. Is it possible to preload a second World Partition map while the player is still exploring the first map?

  2. What is the recommended approach for transitioning between two independent World Partition maps without a noticeable loading pause?

  3. Can Level Streaming or other UE5 streaming systems be used alongside World Partition to achieve this?

  4. Would you recommend keeping both cities as separate maps, or combining them into a single World Partition map?

  5. 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!