ue-world-level-streaming
UE World & Level Streaming
Target engine: UE 5.8. APIs below are verified against the 5.8 headers; older forms are listed under "Deprecated — do not use".
This skill covers how a UWorld is composed and swapped at runtime: World Partition grids, data layers, HLOD, level instances, classic sub-level streaming, streaming volumes, and map travel. Everything here lives in the Engine module (Engine/Source/Runtime/Engine), so Core, CoreUObject and Engine in PublicDependencyModuleNames is all that is needed. The one exception is the Level Streaming Persistence plugin, which adds the LevelStreamingPersistence module.
For end-to-end configurations per game type (open world, hub-and-spoke, procedural, chapter-based, volume-driven, dedicated server), see streaming patterns.
Context
Read .agents/ue-project-context.md if it exists (module names, conventions, enabled plugins, GAS/networking setup). Do not stop if it is missing.
Identify the area from the request and the codebase. Ask only when two plausible readings would produce different code.