I’m structuring the semi-open world logic and because of the nature of the game, the new mesh terrain in 5.8 is a game changer. But it needs WP to work.
Every level of the game must be separated (they are connected by very long tunnels) so level stream works perfectly. But world partition levels don’t stream.
How could I seamless connect two world partitions levels as I would with level streaming?
Don’t think you can. Every forum post says that World Partition is sh*t and doesn’t work right. Granted, most posts are made by people with an IQ of 60, but the sheer volume of them must mean that their complaint is factual.
I would suggest you use an older engine version with data layers and handle the loading yourself. Or just use the classic transition system. If you have tunnels it’s perfect.
You use the tunnel to load up the new level, manually. it’s a choke point, so when the load happens you will get an FPS drop. This is normal/and how games have been made for ages…
I haven’t had problems with world partition…yet. But yes data layers is the answer. And you don’t need 2 world partitions. You could just place the levels far apart and teleport after loading the data layer. You can also use level instances.
I’m using world partition and it works really well for some stuffs. But when you have a drastic change in lighting between different areas and they could overlap, level streaming can have its benefits. Organization wise I prefer separated levels as well. The real problem I’m facing is that data layers don’t apply to everything…but decided to stay at world partition in the end, the workaround for data layers limitation is an easier solution and the loading benefits from WP made my mind (and the seamless lighting/atmosphere/post-process is already done, was a pain to make)