Bounded vertical route partition / streaming for handcrafted spiral climb maps (Only Up / Only Climb). Not World Partition, not Level Instances as core arch. - Z-cell segmentation + optional XY subcells, editor builder + commandlet - NonDestructive visibility backend + streaming-level backend - Offline HLOD proxies: MergedMesh / SimplifiedProxy (ProxyLOD) - Universal Level Instance + Packed Level Actor + HISM support (flatten+merge) - Vertical-aware runtime streamer (full/preload/HLOD/unload, hysteresis, velocity prediction, fall-risk), WP-style debug viz + vp.* console - Safe-by-default: only static decor streams; sky/lights/gameplay stay persistent Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
21 lines
503 B
C++
21 lines
503 B
C++
// Copyright IHY. Vertical Partition Streaming plugin (editor module).
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//
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// Offline build entry point:
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// UnrealEditor-Cmd.exe Project.uproject -run=VerticalPartition -Map=/Game/Maps/MyMap
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#pragma once
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#include "CoreMinimal.h"
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#include "Commandlets/Commandlet.h"
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#include "VerticalPartitionCommandlet.generated.h"
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UCLASS()
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class UVerticalPartitionCommandlet : public UCommandlet
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{
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GENERATED_BODY()
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public:
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UVerticalPartitionCommandlet();
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virtual int32 Main(const FString& Params) override;
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};
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