Call of the Mountain
Call of the Mountain
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Unreal Engine 5.4 World partition & HLOD's
0:00 Intro
1:41 World settings update
2:34 World settings HLOD setup section
4:26 HLOD setup and behaviours
6:04 HLOD behaviour - approximated mesh
8:30 HLOD behaviour - merged mesh
9:30 HLOD behaviour - simplified mesh
11:00 HLOD behaviour - Instancing/ PCG
14:31 HLOD behaviour - Landscape
19:17 HLOD behaviour - Parent Layer
20:05 Ending thoughts
I'd like to explain how the HLOD system works, specifically in relation to world partition. Recording was a bit hap hazard on this one. Some of the screen got cut off, hopefully its not too bothersome.
Heightmap - mega.nz/file/19pSGQLY#UvPRuP0CiUXHl_2XxeG-OE7BBbpa3iYKtEXpn_hN578
Extra material;
WP + HLOD tutorial - th-cam.com/video/LUvPi0Y-MzU/w-d-xo.html
Fortnite streaming & HLOD - dev.epicgames.com/documentation/en-us/uefn/streaming-and-hlods-in-unreal-editor-for-fortnite
Simplygon HLOD lecture - th-cam.com/video/yV0nws60VH4/w-d-xo.html
World building guide - dev.epicgames.com/community/learning/knowledge-base/r6wl/unreal-engine-world-building-guide#worldpartition
World partition & HLOD tips - dev.epicgames.com/community/learning/tutorials/z050/unreal-engine-5-world-partition-hlods-tips-tricks
Increase page file size - www.tomshardware.com/news/how-to-manage-virtual-memory-pagefile-windows-10,36929.html
Socials;
linkedin.com/in/michaelvdb3d/
mikkel3d
artstation.com/michaelvdb
มุมมอง: 1 455

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ความคิดเห็น

  • @mindped
    @mindped 19 ชั่วโมงที่ผ่านมา

    i cant seem to make hlod layers work for multiple. Seems like if i set default hlod layer and the index 0 hlod layer.. i can build that... but if i try to have a 2nd index for hlod layer or even a 2nd hlod setup... it simply wont build the 2nd one. Gives me a bunch of warnigns about invalid hlod layer. Or if its a seperate hlod setup.. no warning but just doesnt build my 2ndary hlod layer

  • @MystMagie
    @MystMagie 19 ชั่วโมงที่ผ่านมา

    Is there any point to do this with nanite?

  • @kirilliakushev2906
    @kirilliakushev2906 2 วันที่ผ่านมา

    I still don't understand how to work with this if I use it the old way (world streaming)? For example, light on one level, logic on another, meshes on one and another section are different leveles

  • @RavenSeq
    @RavenSeq 3 วันที่ผ่านมา

    Thanks, your Landscape and HLOD videos are great! This is much better than reading Unreal Documentation, which sometimes can be a bit unclear. I hope you make more videos about other Unreal Systems in the future.

    • @callofthemountain
      @callofthemountain 2 วันที่ผ่านมา

      Thanks! I'll do my best to upload tutorials, hopefully more often 😄

  • @rickfuzzy
    @rickfuzzy 16 วันที่ผ่านมา

    Really useful summary. Is there really any point in using streaming if you disable spatial loading, wouldn’t this then be the same as not using the partition system in the first place, or what are the benefits?

    • @callofthemountain
      @callofthemountain 16 วันที่ผ่านมา

      Disabling spatial loading for the landscape, if you have a reasonably sized landscape ~8km2 Should be perfectly doable, you can still use spatial loading for other assets, buildings foliage and what not. The landscape system will cost more than a regular mesh, but a lot of the optimization is done as well on the shader end, because HLODs bake the textures down. And this is something you can achieve by Simplefying the shader without HLODs as well. With RVT for example

  • @LOL1423derp92
    @LOL1423derp92 17 วันที่ผ่านมา

    can you show how to make the terrain?

    • @callofthemountain
      @callofthemountain 16 วันที่ผ่านมา

      Hey, if you mean how to setup a proper landscape in Unreal, my previous tutorial on my channel will cover it. If you mean on how to create the heightmap, It was done in Houdini, Its also possible to do in GAEA, Blender, Or worldcreator, (and many other programs/ ways). There are already a lot of good tutorials on youtube on ways to make a nice landscape. If there is something specific I can help you with I'm happy to hear it

    • @LOL1423derp92
      @LOL1423derp92 16 วันที่ผ่านมา

      @ just the exact map you’re showing in this video

    • @LOL1423derp92
      @LOL1423derp92 16 วันที่ผ่านมา

      @ that would be excellent

    • @callofthemountain
      @callofthemountain 16 วันที่ผ่านมา

      @@LOL1423derp92 I put A link to the heightmap in the description 👍

    • @williamlacrosse9389
      @williamlacrosse9389 11 วันที่ผ่านมา

      Gaea 2 from quadspinner is for you. Great tool to make terrain for free

  • @LetsPatrick
    @LetsPatrick 17 วันที่ผ่านมา

    Big thx for your Video! Can you share your Project please? And can you active the fps in your video? Then can see the optimize

    • @callofthemountain
      @callofthemountain 17 วันที่ผ่านมา

      Since the level is so simple they're won't be any significant performance improvements in this example. If you want to take a look at a project with proper HLODs setup I'd suggest taking a look at the city sample project from unreal. It will be much better than what I'd have come up with :)

  • @dimokol
    @dimokol 22 วันที่ผ่านมา

    Thank you so much for this!

  • @numen405
    @numen405 หลายเดือนก่อน

    How do use heightmaps for landscaper layers then? The standart size is 8129 not 8161. My paths are a bit of if i use this approach via import type resample.

  • @velha2999
    @velha2999 2 หลายเดือนก่อน

    Hey, i have question. if i have small level, should i use Level Streaming with Sublevels or i should still use World Partition with data layers, what would be better for optimization?

    • @YourJudgement-ms7kv
      @YourJudgement-ms7kv 2 หลายเดือนก่อน

      I not a hundred percent sure on this but level streaming would probably be best. But UE5 stopped supporting it. So its kinda lack luster and clunky to deal with. Granted World Partition is too but at least they're still adding features to it.

    • @callofthemountain
      @callofthemountain 2 หลายเดือนก่อน

      I'd suggest going with the former, it will save you a lot of headaches, You can always stream in levels or actors using a custom manager blueprint which accounts for the player distance to a location, thats how we're doing it at work

    • @YourJudgement-ms7kv
      @YourJudgement-ms7kv หลายเดือนก่อน

      @@callofthemountain How are you guys getting the data layers to not lag when they load in stuff? Is there a way to async it?

  • @danielklishch5831
    @danielklishch5831 3 หลายเดือนก่อน

    Thank you! Very cool in-depth tutorial!

  • @leakingpear
    @leakingpear 4 หลายเดือนก่อน

    Absolutely fantastic video and answered the vast majority of questions I had from not understanding the documentation properly! Hope you do get around to the HLOD tutorial at some point as that would also be very helpful, you're very good at explaining things with appropriate rigour without it being hard to understand!

    • @callofthemountain
      @callofthemountain 4 หลายเดือนก่อน

      Thanks! I've been a bit busy, I have some idea's for other tutorials as well, but I might do the HLODs one first as I alluded to it in this video

    • @thomas-ly1zt
      @thomas-ly1zt หลายเดือนก่อน

      @@callofthemountain awesome tutorial Sir! Happy to see your next tutorial on HLODs! :-)

  • @sonic55193
    @sonic55193 6 หลายเดือนก่อน

    A question on LOD. I want to make an optimized huge landscape vistas with Mountains at a distance. Is it possible to have more control on LODs such that my LODs don't decimate my mountain from far away even though I have a low LOD quality on the rest of the terrain, I can still keep the mountain LOD high or clamped at some value so it won't get any lower than what I specified.

    • @callofthemountain
      @callofthemountain 6 หลายเดือนก่อน

      I don't think there is a way to clamp the decimation on a portion of the landscape, I would recommend converting the areas in question to meshes that get removed if you get close (if this area is traversable)

    • @sonic55193
      @sonic55193 6 หลายเดือนก่อน

      @@callofthemountain Thanks, that answers my question. I've been looking for an answer for almost a week, no wonder I couldn't find it. I will try that. A mesh version of the mountain from afar could work.

    • @callofthemountain
      @callofthemountain 6 หลายเดือนก่อน

      @@sonic55193 This is what they do in the open world example map as well, they use the HLOD system

  • @SaltyCoffeeCakes
    @SaltyCoffeeCakes 8 หลายเดือนก่อน

    Lovely stuff cheers

  • @saurabhtembhurne4
    @saurabhtembhurne4 10 หลายเดือนก่อน

    BRO EXCELLENT , CAN YOU SHARE THE PROJECT FILES . BTW AWESOME WORK.

  • @LatvianALIEN
    @LatvianALIEN ปีที่แล้ว

    axuenchiks

  • @anasrin
    @anasrin 3 ปีที่แล้ว

    what processor you use to compile UE4 and how long it takes, and what distro you use in this video ?

    • @callofthemountain
      @callofthemountain 2 ปีที่แล้ว

      Hey sorry for the late reply. I just followed the official epic games ue4 for linux compilation instructions. Distro si Kubuntu so KDE with ubuntu

    • @anasrin
      @anasrin 2 ปีที่แล้ว

      @@callofthemountain no problem, I want to know what CPU you use and how long it take for compile from source

    • @callofthemountain
      @callofthemountain 2 ปีที่แล้ว

      @@anasrin AMD Ryzen 5 3600, Can't remember exactly but it took some time, 1-2 Hours I think

    • @anasrin
      @anasrin 2 ปีที่แล้ว

      @@callofthemountain thank you so much, this really helpful

    • @callofthemountain
      @callofthemountain 2 ปีที่แล้ว

      @@anasrin You're welcome

  • @DeeDyk
    @DeeDyk 3 ปีที่แล้ว

    nice presentation

  • @DeeDyk
    @DeeDyk 3 ปีที่แล้ว

    lekker ouwe