← The Workshop

CURRENT LESSON / Unreal Engine 5

Using World Partition Proxy Meshes for Distant Bridge Sections in Unreal

In this tutorial draft, Cris Robson looks at the end section of a level on a large island and talks through a World Partition challenge in Unreal Engine. He explains why distant parts of the scene may not load visually from far away, and why swapping those areas to proxy meshes can make the level easier to manage. The video focuses on the idea of using lower-detail proxy objects that swap in at distance, rather than relying on the full visible geometry all the time.

Follow along

Tap a chapter to jump. Your last chapter is saved only in this browser.

Keep making.

Pause the video and try the step in your own scene. If you get stuck, say where and what happened.

Ask or share your work ↗