What problem does it solve? Organizing large Unreal Engine worlds without blowing memory budgets is hard: choosing between World Partition and legacy sublevels, toggling content sets at runtime, and writing correct C++ against streaming APIs all require deep engine knowledge. This Skill gives an AI agent the exact classes, API signatures, and patterns to structure and stream UE 5.8 worlds correctly. ## Core Features & Use Cases - World Partition streaming: Configure spatial-hash grids, streaming sources via UWorldPartitionStreamingSourceComponent, and poll IsStreamingCompleted before teleports. - Data Layers: Toggle runtime content sets (day/night, quest states) with UDataLayerManager and EDataLayerRuntimeState, including replication rules for client/server layers. - Level Instances & OFPA: Build reusable instanced level chunks with ALevelInstance and APackedLevelActor, and understand One File Per Actor source-control implications. - Legacy sublevel streaming: Load and unload sublevels with UGameplayStatics::LoadStreamLevel for projects without World Partition. - Use Case: An agent building an open-world game uses this Skill to decide between World Partition and sublevels, then writes C++ that activates a Data Layer on the server when a quest phase begins. ## Quick Start Use the ue-levels-and-world-partition skill to write C++ that enables a streaming source component and activates a runtime Data Layer for a day/night toggle in my UE 5.8 open-world project.