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       <dc:date>2026-05-18T09:44:56+00:00</dc:date>
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        <dc:date>2022-12-15T14:12:09+00:00</dc:date>
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        <title>MultiWorld vs Level Streaming</title>
        <link>https://docs.unamedia.com/ue5-multiworld/comparison-to-level-streaming?rev=1671109929&amp;do=diff</link>
        <description>MultiWorld vs Level Streaming

Level Streaming is an Unreal Engine technology to asynchronously load/unload content inside a single UWorld instance:

	&quot; The Level Streaming feature makes it possible to load and unload map files into memory as well as toggle their visibility during play. This makes it possible to have worlds broken up into smaller chunks so that only the relevant parts of the world are taking up resources and being rendered at any point.</description>
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        <dc:date>2022-12-15T14:11:54+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>MultiWorld vs PocketWorlds</title>
        <link>https://docs.unamedia.com/ue5-multiworld/comparison-to-pocketworlds?rev=1671109914&amp;do=diff</link>
        <description>MultiWorld vs PocketWorlds

The following is a brief comparison following a very quick analysis of the PocketWorlds plugin shipped with the Lyra sample, so it could be not accurate.

Accordingly to its author:

	&quot; [PocketWorlds] makes it easier to setup isolated rendering areas in the same world</description>
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        <dc:date>2023-05-19T21:09:08+00:00</dc:date>
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        <title>FMOD integration</title>
        <link>https://docs.unamedia.com/ue5-multiworld/fmod?rev=1684523348&amp;do=diff</link>
        <description>FMOD integration

User Kubstoff kindly tracked down an issue in FMOD (method FFMODStudioModule::UpdateWorldListeners()), where played sounds are not reproduced when multiple UWorld instances are active. Thanks Kubstoff!

Source: &lt;https://discord.com/channels/898503629655408660/898527948901089283/1108753001046347836&gt;

----------

I finally had some time to investigate this ancient bug in the project and I managed to solve the issue, the gist of it was that in</description>
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        <dc:date>2022-12-15T14:10:35+00:00</dc:date>
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        <title>How are multiple Worlds ticking in a frame?</title>
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        <description>How are multiple Worlds ticking in a frame?

If you configured MultiWorld with multiple UWorld instances to tick, then they are ticked sequentially.

The reason is that the threading model of Unreal Engine has strong requirements, and all the engine is strictly built around them.
For example: the Game Thread is</description>
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        <dc:date>2022-12-15T14:12:46+00:00</dc:date>
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        <title>How does MultiWorld affect performance?</title>
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        <description>How does MultiWorld affect performance?

While the performance impact of the MultiWorld plugin is negligible, you must roughly consider that all active UWorld instances consume memory and all ticking worlds consume time.

By default only the Active World</description>
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        <dc:date>2023-11-20T13:09:22+00:00</dc:date>
        <dc:creator>Anonymous (anonymous@undisclosed.example.com)</dc:creator>
        <title>MultiWorld for UE5</title>
        <link>https://docs.unamedia.com/ue5-multiworld/start?rev=1700482162&amp;do=diff</link>
        <description>MultiWorld for UE5

Links:

	*  Marketplace: &lt;https://www.unrealengine.com/marketplace/multiworld&gt;
	*  Documentation: &lt;https://www.unamedia.com/ue5-multiworld/api&gt;
	*  Support:
		*  Discord: &lt;https://discord.gg/PuAyhDctHp&gt;
		*  E-mail: &lt;https://www.unamedia.com/#contact&gt;


&lt;https://discord.gg/PuAyhDctHp&gt;

Knowledge Base

	*  How does MultiWorld affect performance?
	*  How are multiple Worlds ticking in a frame?
	*  MultiWorld vs PocketWorlds
	*  MultiWorld vs Level Streaming
	*  FMOD integration</description>
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