What problem does it solve? Large Unreal Engine 5 worlds cannot stay fully resident in memory, and choosing between World Partition, Data Layers, Level Instances, and legacy sublevel streaming is error-prone without grounded C++ API guidance. This Skill provides engine-source-verified patterns for organizing, streaming, and toggling world content at runtime. ## Core Features & Use Cases - World Partition Streaming: Configure spatial-hash grids, streaming sources via UWorldPartitionStreamingSourceComponent, and runtime cell loading for open worlds. - Data Layers & Level Instances: Toggle runtime content sets (day/night, quest states) with UDataLayerManager and build reusable prefabs with ALevelInstance and APackedLevelActor. - Legacy Sublevel Streaming: Load and unload named sublevels with UGameplayStatics::LoadStreamLevel for projects without World Partition. - Use Case: Building a 3.2km x 2.1km real-scale city map for a battle royale game, you use World Partition grid streaming around player controllers, Data Layers for storm-phase content, and Packed Level Actors for dense city blocks. ## Quick Start Ask the assistant to set up World Partition streaming with a streaming source component and runtime Data Layer toggling for your Unreal Engine 5 level.