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world_partition

Scene, level & world Experimental

World Partition workflows: cell loading, Data Layers, and partitioned level state.

What it’s for

Modern Unreal levels built on World Partition don’t live in a single map file — the world is streamed as a grid of cells, and actors are grouped into Data Layers that can be loaded or hidden independently. This namespace lets an AI assistant drive those partition-specific controls directly, instead of you clicking through the World Partition and Data Layer editors by hand.

Use it to bring a region of a partitioned world into memory so you can inspect or edit actors there, to organize actors into Data Layers, and to assign existing actors to the layer that should own them. It’s the right surface whenever the map you’re working in is a World Partition world rather than a classic persistent level with sublevels.

Because partitioned worlds only load the cells around a point of interest, ask for the region you care about before you start operating on actors inside it — otherwise the actors you want may simply not be resident yet. Data Layer operations pair naturally with the regular actor tools: create and populate layers here, then place or edit the actors themselves through the actor namespace.

This area is experimental and still improving — method names and parameters may change between releases as World Partition coverage expands.

Examples

Load a region of a partitioned world

Bring the cells around a point of interest into memory so their actors become editable.

You: Load the world partition cells around the town square so I can edit them.

  call("world_partition.load_cells", {origin:[12000, -4500, 0], extent:[8000, 8000, 2000]})
    → {ok:true, cellsLoaded:6}

Done. Loaded 6 cells covering the requested region.

Create a Data Layer and put an actor in it

Group related actors under a named layer that can be toggled independently.

You: Make a "Foliage" data layer and move the BigOak actor into it.

  call("world_partition.create_datalayer", {dataLayerName:"Foliage"})
    → {ok:true, created:true}
  call("world_partition.set_datalayer", {actorPath:"BigOak", dataLayerName:"Foliage"})
    → {ok:true}

Done. Created the Foliage layer and assigned BigOak to it.

Clean up broken Data Layer instances

Remove Data Layer instances whose backing assets have gone missing.

You: Some data layers point at deleted assets — remove the broken ones.

  call("world_partition.cleanup_invalid_datalayers", {})
    → {ok:true, removed:2}

Done. Removed 2 data layer instances with missing assets.

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