LoadingBlueprintType Enumeration

public enum LoadingBlueprintType

Specifies the type of a Loading Blueprint.

Fields

Name Value Description
UniformRing 0 A uniform ring based blueprint, with a definable inner area and set of rings around it that make up the outer area.

The ring pattern is shifted as the player crosses the Inner Area Boundary of the pattern, which causes World Cells to be loaded and unloaded. However, the pattern itself retains the same shape no matter where the player is within the World.
UniformCustomShape 1 A uniform custom shape based blueprint, with a definable connected inner area and an outer area that can be made up of one or more (connected or unconnected) non inner area cells.

The custom shaped pattern is shifted as the player crosses the Inner Area Boundary of the pattern, which causes World Cells to be loaded and unloaded. However, the pattern itself retains the same shape no matter where the player is within the World.
UniformSectioned 2 A uniform sectioned blueprint. The inner area is made up of a user definable number of equal sized grid sections, with each grid section having a custom, unique loading pattern. As the player moves between these grid sections, the loading pattern changes, resulting in World Cells being loaded and unloaded.

The unique patterns for each sectioned area are the same no matter which World Cell the player is standing within, however what World Cells those patterns match up with will of course change as the player moves from one World Cell to another.
NonUniformRing 3 Allows you to define a unique ring pattern for every Cell in the Loading Blueprint. When the player enters a World Cell that has a defined unique pattern, that pattern will become the "active" pattern. If the player enters a World Cell that does nto have a defined unique pattern, the Default Loading Pattern is used, which serves as a sort of fallback option.

Each cell in the Blueprint should correspond to a cell on a Streamable Grid you are using the blueprint with, i.e. the number of columns, rows, and layers (for 3D worlds) in the blueprint should match the number of columns, rows, and layers on the Streamable Grid. If the blueprint has more columns, rows, and/or layers than the Streamable Grid, the extra rows/columns/layers will not be used, however if the blueprint has less, the Default Loading Pattern will be used for any World Cells not found in the Blueprint.

This blueprint can be utilized to optimize your world to the extreme. For instance, perhaps a cell is in an area of your world where the visibility is bad, and the player cannot see as far as in other parts of the world. In such a case, you probably won't need to load as many cells around that cell.
NonUniformCustomShape 4 Allows you to define a unique custom shaped pattern for every Cell in the Loading Blueprint. When the player enters a World Cell that has a defined unique pattern, that pattern will become the "active" pattern. If the player enters a World Cell that does nto have a defined unique pattern, the Default Loading Pattern is used, which serves as a sort of fallback option.

Each cell in the Blueprint should correspond to a cell on a Streamable Grid you are using the blueprint with, i.e. the number of columns, rows, and layers (for 3D worlds) in the blueprint should match the number of columns, rows, and layers on the Streamable Grid. If the blueprint has more columns, rows, and/or layers than the Streamable Grid, the extra rows/columns/layers will not be used, however if the blueprint has less, the Default Loading Pattern will be used for any World Cells not found in the Blueprint.

This blueprint can be utilized to optimize your world to the extreme. For instance, perhaps a cell is surrounded by mountains on three sides that block the player's view. You can setup a custom pattern for this cell where no cells behind the mountains are loaded. This might allow you to make the game world within that cell more detailed than it otherwise could be, since the resources normally used by those cells beyond the mountain can be freed up.