What problem does it solve? Building large streamed worlds in Unreal Engine 5.8 involves many interacting systems—streaming sources, runtime grids, Data Layers, HLODs, OFPA, and Level Instances—and misconfiguring any of them causes pop-in, hitches, memory bloat, or broken multiplayer state. This Skill provides operational guidance to design, implement, profile, and debug a partitioned world correctly. ## Core Features & Use Cases - System selection and conversion: Choose between World Partition, Level Instances, Packed Level Blueprints, or legacy sublevel streaming, and convert existing maps safely with the World Partition Convert Commandlet. - Streaming configuration: Set up streaming sources, runtime grids, cell sizes, loading ranges, and safe teleport gating using IsStreamingCompleted. - Data Layers and HLOD authoring: Manage runtime world-state variants with server-authoritative Data Layers and build distant proxy geometry with HLOD layers. - Diagnosis and automation: Debug cells with wp.Runtime console commands, World Partition Insights tracing, and unattended builder commandlets. - Use Case: You are shipping an open-world game and players see missing collision after fast travel. Use this Skill to implement the source-gated teleport pattern, derive a measured loading range, and verify the fix on a cooked target build. ## Quick Start Use the unreal-world-partition skill to design a streaming setup for my open-world map, including runtime grid settings, streaming sources, and a safe teleport flow.