Stream a Large Level

v2.0
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What You Will Build

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Blueprint Event Graph
Blueprint Event Graph

Step 1: Expose Values to Designers

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Debug Visualization Viewport
Debug Visualization Viewport

Step 2: Handle the Edge Cases

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 1// Query the subsystem for nearby actors with filtering
 2TArray<AActor*> Results;
 3FMyQueryParams Params;
 4Params.Origin = GetActorLocation();
 5Params.Radius = 1000.0f;
 6Params.MaxResults = 10;
 7Params.bIncludeHidden = false;
 8Params.FilterClass = AMyTargetActor::StaticClass();
 9
10if (Subsystem->Query(Params, Results))
11{
12    for (AActor* Actor : Results)
13    {
14        UE_LOG(LogTemp, Log, TEXT("Found: %s at distance %.1f"),
15            *Actor->GetName(),
16            FVector::Dist(Params.Origin, Actor->GetActorLocation()));
17    }
18}

Step 3: Polish the Feedback

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  1. Create a new Data Asset of type UMyConfigAsset
  2. Set the MaxPoolSize to match your expected load
  3. Configure TickRate based on your target frame budget
  4. Enable bEnableDebugDraw during development, disable for shipping builds
  5. Set LogVerbosity to Warning or higher for production
  6. Save the asset and reference it in your component's Details panel

Next Steps

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