Building Open Worlds in Unreal Engine 5
summary
Shows concrete setup and limits: the Open World Template ships with World Partition, one-file-per-actor, data layers, HLOD, virtual textures, virtual shadow maps and Nanite already enabled for a 2x2 km landscape so you can start. World Partition grids use 256 m cells with streaming falloff around 768 m; HLOD layers build merged or simplified proxies; packed level actors collapse dozens of meshes (37→1) to save outliner clutter; Nanite handles heavy meshes (example asset ~999k tris); demos run at 60 FPS. Conversion commandlets and WP runtime debug reveal load/pending/failed cells.
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chapters (14)
- 0:00Building open worlds intro
- 1:09Open world tools
- 10:40Open world template
- 21:45Streaming grid setup
- 25:16UE4 to UE5 conversion
- 25:37World partition deep dive
- 28:02Level instancing
- 35:10One file per actor
- 37:58Data layers
- 40:09Hierarchical LOD
- 44:02Virtual textures
- 45:26Nanite geometry
- 46:55Debug commands
- 48:44Summary & Q&A
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