World Streaming subsystem bridges

Optional bridge targets connect World Streaming cell enter/leave (and HLOD visibility) to Terrain, Vegetation, Recast navigation, and Atom. Modes are Settings Registry strings under /WorldStreaming/Bridge/.

Mode matrix

KeyDefaultValues
TerrainMode"Bridge"Off / Coexist / Bridge
VegetationMode"Coexist"Off / Coexist / Bridge / BridgeResidency
NavMeshMode"Coexist"Off / Coexist / Bridge
AtomMode"Off"Off / Bridge

Rule of thumb: Off / Coexist = no behavioral takeover; only Bridge (and Vegetation BridgeResidency) lets World Streaming drive the subsystem.

Example project override:

{
 "WorldStreaming": {
 "Bridge": {
 "TerrainMode": "Bridge",
 "VegetationMode": "Coexist",
 "NavMeshMode": "Coexist",
 "AtomMode": "Bridge"
 }
 }
}

Bridge components mount from Registry—no manual entity placement is required.

Terrain

ModeBehavior
Off / CoexistNo WS-driven terrain region changes
BridgeCell Activated enter/leave refreshes terrain regions

Default is Bridge. Pair with heightfield or PolyTerrain as your project already does; World Streaming does not replace either system.

Vegetation

ModeBehavior
Coexist (default)Camera-driven vegetation only; WS records diagnostics
BridgeOn Activated enter/leave, RefreshRegionD; still constrained by the camera window
BridgeResidencyBridge plus registering activated regions as vegetation residency regions
ModeBehavior
Coexist (default)No automatic nav updates from WS
BridgeCell Activated enter/leave triggers Recast region updates

Custom non-PhysX geometry without volume collection may fall back to full rebuilds.

Atom (HLOD visibility)

ModeBehavior
Off (default)HLOD show/hide decisions still resolve; meshes are not driven
BridgeOnHlodFragmentVisibilityChanged → Atom mesh visibility

Rendering projects that use HLOD should set AtomMode = Bridge, or handle the notification themselves. See HLOD.

Diagnostics

CommandScope
WsDumpBridgeStatsTerrain / Vegetation
WsDumpNavBridgeStatsNavMesh
WsDumpAtomBridgeStatsAtom

Optional WorldStreaming.Debug adds ImGui (ws_imguiPanel). See Configuration and debugging.

Next steps


Copyright © 2026 DawnEngine. All rights reserved.

DawnEngine is a commercial 3D engine distributed under the DawnEngine end-user license agreement. Engine binaries and source are proprietary and are not covered by the licenses below.

Documentation only: the prose and templates on this site are a derivative work of Open 3D Engine (O3DE) documentation by the O3DE Contributors, used under CC BY 4.0 (documentation content), Apache 2.0 (site code), and the MIT license (inline code samples).

The open-source 3D engine that DawnEngine is built on top of is Open 3D Engine . DawnEngine is not affiliated with, endorsed by, or sponsored by The Linux Foundation or the O3DE project. “O3DE” and “Open 3D Engine” are trademarks of The Linux Foundation.