Chaojian Zhang
Chaojian Zhang
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Large Scale Environment Visualization in Godot | Open World | USD (No Audio)
DUE TO UNFORTUNATE TECHNICAL REASON THIS VIDEO DOESN'T HAVE AUDIO.
In this video, we take a practical look at using Godot for large scale visualization. We look at how Godot handles (static) scenes with tens of thousands of objects and millions of vertices.
We also demonstrate a general pipeline from USD to Blender to Godot.
This is not intended to be a tutorial - it's just a practical demonstration.
You can find the additional scripts and resource files here: gist.github.com/chaojian-zhang/41957b6c7be8998c996c05b510a762e6
Software version:
* Godot 4.3
* Blender 4.2
* Unreal Engine 5.3
Tip: When it comes to fix texture issue - resave .blend file and allow Godot to re-import.
Downloads:
* USD Kitchen Scene: openusd.org/release/dl_downloads.html#assets
* NVIDIA USD Assets: developer.nvidia.com/usd and docs.omniverse.nvidia.com/usd/latest/usd_content_samples/sample_content.html
* Old City Blocking environment in Unreal: th-cam.com/video/gjaQRinZ7CI/w-d-xo.html
มุมมอง: 108

วีดีโอ

Godot 3D SDFGI (Global Illumination) Interior Scene Lighting and Rendering | Tutorial | Demo
มุมมอง 14616 ชั่วโมงที่ผ่านมา
In this super simple and short setup we are going to light an environment in Godot and see its out-of-box rendering capabilities. Notice shadow can be improved.
Vector and Plotting Updates | Parcel | PV1 Neo
มุมมอง 335 หลายเดือนก่อน
Vector and Plotting Updates | Parcel | PV1 Neo
Create SQL Query from Assortment of CSVs | Example | Parcel | PV1
มุมมอง 405 หลายเดือนก่อน
In this video demo we showcase issuing SQL queries based on a selection of CSV files. You can learn more about Parcel here: github.com/charles-Zhang-parcel This video was from Apr 10, 2022
Workflow-Driven Concept for Excel and Data Analytics (Preview)
มุมมอง 136 หลายเดือนก่อน
Some concepts on how things could have been a bit more straightforward when doing quantitative data analysis. Apologies for low-res😂
Fluent Synth v0.1 Release - Twinkle Star🌟
มุมมอง 70ปีที่แล้ว
The version shown in the video is v0.1.1, which contains a bug fix for the REPL. See: github.com/chaojian-zhang/FluentSynth/commit/523afb8a10b916669f8aafae70b16c554ecac053 The currently published release is v0.1.0: github.com/chaojian-zhang/FluentSynth/releases/tag/v0.1.0 Github: github.com/chaojian-zhang/FluentSynth The SoundFont being used here is Arachno SoundFont - Version 1.0: www.arachnos...
Golden Times
มุมมอง 10ปีที่แล้ว
Just realized UT4 is cancelled and no longer downloadable from Epic Games. This video recording of UDK 2009-11-BETA.
Parcel Concept Demo | Covariance Matrix and Factor Analysis Setup
มุมมอง 58ปีที่แล้ว
github.com/Charles-Zhang-Parcel
City Demo (Small) | Unreal Engine 5 | Shot with GeForce
มุมมอง 7322 ปีที่แล้ว
GPU: NVIDIA GeForce RTX 3060 Ti CPU: 13th Gen Intel(R) Core(TM) i7-13700KF Memory: 64 GB RAM (63.84 GB RAM usable) Current resolution: 2560 x 1440, 59Hz Operating system: Windows 11 Pro It's good to be back, and it feels good.
[Bug Report] TerraGen Freezing (4.5.56-r, 4.5.60, 4.5.71)
มุมมอง 272 ปีที่แล้ว
00:00-01:00 Trying to trigger the issue (No Audio) 01:00 Problem first occur (With narration) 01:30 Problem happening again 02:00-03:00 The problem happening times (With narration) In previous versions where this problem happens, one can use `Win Left/Up/Down/Right` button to resize the window; In 4.5.71 one cannot even manipulate the window. It's triggered easily with `Tab` key in this video. ...
Build Unreal Engine 5 Linux Dedicated Server (or UE4) | Quick Reference
มุมมอง 9K3 ปีที่แล้ว
# Tips * To change default port for the serve (which is 7777): run using `.\YourGameServer.exe PORT=12345 -log` - this works even on a packaged server build! This is useful when you want to run multiple server instances on a single machine. # Snippets Docker: docker run name MyUEServer python -p 7777:7777/udp # References Unreal Engine Repo: github.com/EpicGames/UnrealEngine Cross-Compiling For...
4 - Array and Pointer (数组和指针) | Lectures on C (中文)
มุมมอง 213 ปีที่แล้ว
4 - Array and Pointer (数组和指针) | Lectures on C (中文)
3 - Referencing and Value (指针和引用) | Lectures on C (中文)
มุมมอง 153 ปีที่แล้ว
What is a pointer, really? 06:23 我想说的其实是“4个字节数字”。
2 - Variable Type Length (变量类型和长度) | Lectures on C (中文)
มุมมอง 83 ปีที่แล้ว
How do various basic variable types differ?
1 - Variable (变量) | Lectures on C (中文)
มุมมอง 153 ปีที่แล้ว
What is a variable? What are the essential ingredients of a variable? How is a variable actually represented?
Test Build B210726 - Sweet Pisa | Deep Dive | Development Preview
มุมมอง 1013 ปีที่แล้ว
Test Build B210726 - Sweet Pisa | Deep Dive | Development Preview
Note on Creating Additional Code Module Setup | C++ Programming | UE4
มุมมอง 923 ปีที่แล้ว
Note on Creating Additional Code Module Setup | C Programming | UE4
Open World using World Composition with an Animated Elevator Trail | Unreal Engine
มุมมอง 2093 ปีที่แล้ว
Open World using World Composition with an Animated Elevator Trail | Unreal Engine
Experimental Setup World Machine Tiled Terrain - Early Issues with World Partition | Unreal Engine 5
มุมมอง 2.5K3 ปีที่แล้ว
Experimental Setup World Machine Tiled Terrain - Early Issues with World Partition | Unreal Engine 5
How Does Unreal Engine 5's Nanite System Differ From Unlimited Detail Real-Time Rendering | UE5 Day
มุมมอง 1.5K3 ปีที่แล้ว
How Does Unreal Engine 5's Nanite System Differ From Unlimited Detail Real-Time Rendering | UE5 Day
First Look at Nanite in Valley Of The Ancient (with NVIDIA GTX1080 Ti) | UE5
มุมมอง 2.1K3 ปีที่แล้ว
First Look at Nanite in Valley Of The Ancient (with NVIDIA GTX1080 Ti) | UE5
Night Raid without Night Vision | Escape From Tarkov
มุมมอง 5563 ปีที่แล้ว
Night Raid without Night Vision | Escape From Tarkov
The Customization of Lily and Simon | MetaHuman Creator | Unreal Engine 4
มุมมอง 623 ปีที่แล้ว
The Customization of Lily and Simon | MetaHuman Creator | Unreal Engine 4
APS360 Introduction to Deep Learning Final Project Presentation
มุมมอง 4603 ปีที่แล้ว
APS360 Introduction to Deep Learning Final Project Presentation
20210304 A Discussion of Planning for a Lakeside CG Scene View | Illustration | Planning
มุมมอง 43 ปีที่แล้ว
20210304 A Discussion of Planning for a Lakeside CG Scene View | Illustration | Planning
Let's Click It | MetaHuman - Sample Project Overview | UE4 | 20210210
มุมมอง 963 ปีที่แล้ว
Let's Click It | MetaHuman - Sample Project Overview | UE4 | 20210210
Mechanism | Minecraft | Shot with GeForce
มุมมอง 83 ปีที่แล้ว
Mechanism | Minecraft | Shot with GeForce
Naruto Map | Minecraft | Shot with GeForce
มุมมอง 543 ปีที่แล้ว
Naruto Map | Minecraft | Shot with GeForce
(Process) Super Grid Data Workflow | Imaginative Collaborative Team
มุมมอง 93 ปีที่แล้ว
(Process) Super Grid Data Workflow | Imaginative Collaborative Team
An Introduction to the Evil of Categorization - The Inefficiency of Folders
มุมมอง 83 ปีที่แล้ว
An Introduction to the Evil of Categorization - The Inefficiency of Folders

ความคิดเห็น

  • @ChaojianZhang
    @ChaojianZhang 7 วันที่ผ่านมา

    Oh very unfortunate the audio wasn't recorded.

  • @SEOexpert-m4f
    @SEOexpert-m4f 7 วันที่ผ่านมา

    Very amazing great video 🎉

  • @dlm7428
    @dlm7428 6 หลายเดือนก่อน

    So when can we download this parcel thing. It seems to me that it’s gonna be epic, game changing and revolutionary.

  • @annali9106
    @annali9106 6 หลายเดือนก่อน

    踩踩

  • @TheGameingbrick
    @TheGameingbrick 8 หลายเดือนก่อน

    how did you fix?

    • @ChaojianZhang
      @ChaojianZhang 8 หลายเดือนก่อน

      I think you need to use large world coordinates.

    • @ChaojianZhang
      @ChaojianZhang 8 หลายเดือนก่อน

      On the other hand, after spending lots of effort trying - my conclusion/recommendation is don't. Don't do it in Unreal Engine. It's not designed for it.

    • @TheGameingbrick
      @TheGameingbrick 8 หลายเดือนก่อน

      It was the IS SPATIALLY LOADED that I had to unchecked to fix it for me

  • @McMeggawhacc
    @McMeggawhacc 10 หลายเดือนก่อน

    try downloading manualy

  • @il4w
    @il4w 11 หลายเดือนก่อน

    hi do we actually need to actually need to deploy the linux server via docker or can we also run it via wsl env ?

    • @ChaojianZhang
      @ChaojianZhang 11 หลายเดือนก่อน

      Hi, WSL works as well. But realistically docker is closer to what you would actually deploy eventually (linux server).

    • @il4w
      @il4w 11 หลายเดือนก่อน

      @@ChaojianZhang yes agreed 👍 thx for prompt response and the tutorial !

    • @ChaojianZhang
      @ChaojianZhang 11 หลายเดือนก่อน

      You are welcome! Unreal for serious stuff is hard, and as a community we help each other😊

    • @il4w
      @il4w 11 หลายเดือนก่อน

      @@ChaojianZhang agreed, I am actually thinking about starting my own channel as I am planning to go indie! It will be a great experience i am sure 👍

    • @ChaojianZhang
      @ChaojianZhang 11 หลายเดือนก่อน

      @@il4w That would be great! Making videos really makes you be prepared and more organized. Best luck!

  • @ChaojianZhang
    @ChaojianZhang ปีที่แล้ว

    This video is underrated.

  • @phloxie
    @phloxie ปีที่แล้ว

    worked so much with unreal 3 this video gives me feels

  • @adamtebourbi
    @adamtebourbi ปีที่แล้ว

    Hello, When i try to package my dedicated server on linux this error appear on the console : Invalid target platform specified (LinuxServer). Available = { AllDesktop, Android, Android_ASTC, Android_DXT, Android_ETC2, AndroidClient, Android_ASTCClient, Android_DXTClient, Android_ETC2Client, Android_Multi, Android_MultiClient, IOSClient, IOS, Lumin, LuminClient, MacNoEditor, Mac, MacClient, MacServer, TVOSClient, TVOS, Window sNoEditor, Windows, WindowsClient, WindowsServer } Please tell me what i should do to solve this and sorry for my bad english

    • @ChaojianZhang
      @ChaojianZhang ปีที่แล้ว

      Did you say you package your server on linux? You should always package your server on Windows targeting Linux. The error information you give is not descriptive. Also it shows it contains Android packages - are you trying to package the server for Android?

    • @adamtebourbi
      @adamtebourbi ปีที่แล้ว

      @@ChaojianZhang What do you mean by You should always package your server on Windows targeting Linux ???

    • @ChaojianZhang
      @ChaojianZhang ปีที่แล้ว

      ​@@adamtebourbiThat's the first thing I mentioned in my video: 0:10

    • @ChaojianZhang
      @ChaojianZhang ปีที่แล้ว

      "You actually compile a Linux dedicated server on Windows."

    • @ChaojianZhang
      @ChaojianZhang ปีที่แล้ว

      Using Cross-compiling, that is.

  • @ChaojianZhang
    @ChaojianZhang ปีที่แล้ว

    Battle starts at 1:50

  • @asyariansyah5821
    @asyariansyah5821 ปีที่แล้ว

    Nice dude

  • @SaItyStudios
    @SaItyStudios ปีที่แล้ว

    i want gta 6 to look like this

  • @pan-uj3ll
    @pan-uj3ll ปีที่แล้ว

    666

  •  ปีที่แล้ว

    Thanks man :) I've had some issues when packaging for Linux like you mentioned but overall process is so clear thanks to you :))))

  • @d-au-d7696
    @d-au-d7696 2 ปีที่แล้ว

    teach <3

  • @ChaojianZhang
    @ChaojianZhang 2 ปีที่แล้ว

    00:00 Overview of content of view 02:32 Essential changes to the project source files so we can compile for dedicated server 03:05 Unreal Engine 5 specific remark - and a necessary workaround requiring change to the ENGINE SOURCE in order to successfully build a dedicated server, which is not needed for Unreal 4.27. (This has been fixed in Unreal Engine 5.0.3, so it's no longer necessary; You can still validate it in Platforminfo.cpp) 05:08 Command line tricks for testing multiplayer locally with development builds 07:22 Command to spawn a suitable docker container for testing the Linux build locally 10:36 Troubleshooting Remarks

  • @sudiptasotradhar6153
    @sudiptasotradhar6153 2 ปีที่แล้ว

    Can you please provide the source files please 🥺

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      Source: github.com/yingwang/chinese-chess In the description there is also link to Itch.Io which provides more information.

  • @Fighterfilms1
    @Fighterfilms1 2 ปีที่แล้ว

    Thank you so much!!!

  • @aadityarajkarki7610
    @aadityarajkarki7610 2 ปีที่แล้ว

    In android having PA certificate issue or Curl 28 timeout reached

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      PA certificate? SSL? I don't have experience with that but I am wondering - why is your connection secured?

    • @aadityarajkarki7610
      @aadityarajkarki7610 2 ปีที่แล้ว

      @@ChaojianZhang Thank you very much for replying.. I think i kinda fixed it but i got new error . Missing authentication token in search game sessions

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      @@aadityarajkarki7610 So sounds like you are using the GameSession subsystem? Unfortunately I don't have much experience with that😂

    • @aadityarajkarki7610
      @aadityarajkarki7610 2 ปีที่แล้ว

      @@ChaojianZhang using gamelift and plugin i looked into your video which i really like and its for android right? Does it work well with android build ? i have some issue in android build they way i am doing. I may take this video as help later if it doesn't work out.

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      @@aadityarajkarki7610 Glad I could help! Doing those stuff with Unreal is not easy even though it's already much better than other engine 😆

  • @lDeltalol
    @lDeltalol 2 ปีที่แล้ว

    I testing the same steps for ue5 and work perfect :3 , thx for the tutorial

  • @mikekozlov3484
    @mikekozlov3484 2 ปีที่แล้ว

    Running server in a container won't work.

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      Which part doesn't work? Did you forward your ports and check the firewall?

    • @mikekozlov3484
      @mikekozlov3484 2 ปีที่แล้ว

      @@ChaojianZhang I managed to make it work, but you propose using "python3" image, which is invalid. The correct one is just "python". The correct command would be docker run --interactive --tty --entrypoint /bin/sh -p 7777:7777/udp -v <path to the linux build>:/home/unreal/ python Then after opening the terminal, user can just go with useradd unreal su unreal ~/Game.sh Or something like that

  • @shakaama
    @shakaama 2 ปีที่แล้ว

    what the hell is this? this isn't a review. boy delete this

  • @Cage313
    @Cage313 2 ปีที่แล้ว

    This is 100% exactly what I was looking for Lol it really does take about a decade to get through all the compiling though Awesome video

  • @cgunnification
    @cgunnification 2 ปีที่แล้ว

    Awesome job! Thank you, this worked like a charm.

  • @Kobraisten
    @Kobraisten 2 ปีที่แล้ว

    nice man, loving the enthusiasm : ))

  • @JaglFK
    @JaglFK 2 ปีที่แล้ว

    16:07 it's one of the Reccomended Landscape-Sizes from the Landscape Technical Guide. Unreal Engine doesn't like other sizes really well especially for splatmaps.

  • @VVLGANESHK
    @VVLGANESHK 3 ปีที่แล้ว

    Do I need to build again the source once toolchain clang installed ?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Yes. You need to regenerate the project files and since clang is the compiler, you do need to build again. In fact you don't need to generate the project files before you install build tools.

  • @VaughnD1990
    @VaughnD1990 3 ปีที่แล้ว

    hey question struggling on getting it to work on ue5-main source branch and followed your video is there a clear way to know if you need to do the Server Troubleshooting workaround that you need to update the source code for?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      What errors are you getting?

    • @VaughnD1990
      @VaughnD1990 3 ปีที่แล้ว

      @@ChaojianZhang I wasnt getting any errors which is why I was asking. When I tried to load up the games they were not loading to server it seemed, so I ended up adding that code anyway. Was just curious how to tell otherwise if its not working other than when you start they dont join to server.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @@VaughnD1990 Which code are you referring to? Have you tried to do a debug LAN test with a listen server?

  • @maloxi1472
    @maloxi1472 3 ปีที่แล้ว

    Nice. What's your storage specs ? Also, as a piece of advice, you should download the English language pack for windows and temporarily switch to that whenever you wanna film these videos aimed at English-speaking viewers (as I assumed, given your title). This will make it possible for them to better understand the task/device manager window, for example. Thank you.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      I believe for that video I had WD Blue 3D NAND 1TB Internal PC SSD - SATA III 6 Gb/s, 2.5"/7mm, Up to 560 MB/s - WDS100T2B0A At the moment my machine has WD_Black SN750 1TB NVMe Internal Gaming SSD - Gen3 PCIe, M.2 2280, 3D NAND - WDS100T3X0C NVMe makes a very big difference when working on UE4 projects so I definitely recommend it. Also I find story space runs out very quickly and 1TB is barely enough - 2TB should be minimum and ideally I would use a 4Tb NVMe as C drive.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Thanks for the advice, I will make sure in the future my English videos have English interface languages 😆

  • @dlm7428
    @dlm7428 3 ปีที่แล้ว

    My manager asked me that if I would be able to recommend the best C programmer currently on market. I said Chaojian Zhang used to be the best C programmer but now he is taken. Whoever has Chaojian in their team, the team should be blessed.

  • @Star-rd9eg
    @Star-rd9eg 3 ปีที่แล้ว

    This is amazing bro. Is it cool if I ask for some assistance

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Go ahead! I will try my best to help! You can also email me if it's complicated: Charles@totalimagine.com I am not familiar with dealing with importing external DLLs etc. at this moment. I am still learning.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    I can now confirmed this is caued by the Sky Light actor.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    I can now confirmed this is caued by the Sky Light actor.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    Also see my latest take on Linux server: th-cam.com/video/qu4jOrYE4nM/w-d-xo.html

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    30:42 Console redirection trick.

  • @cipheroth
    @cipheroth 3 ปีที่แล้ว

    what is your hardware ? and what settings of scalability are you executing ?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      GPU: NVIDIA GeForce GTX 1080 Ti CPU: AMD Ryzen 5 3600 6-Core Processor Memory: 64 GB RAM (63.95 GB RAM usable) Scalability is at "Epic".

  • @activeonyoutube1545
    @activeonyoutube1545 3 ปีที่แล้ว

    How to change skin mineclone 2 easy way?

  • @phloxie
    @phloxie 3 ปีที่แล้ว

    Good video but one thing, 1:20 Thats wrong, nanite does not support skeletal or morph target animation/deformation. In that example they showed these where static nanite meshes attached to a skeleton, so no deformation there. Also Nanite has problems with thin geometry (leafs, paper and so on) The distance field information that is used for nanite makes them "Disappear" over distance.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    I recommend flassari's video on "UE4 Modules (here: th-cam.com/video/DqqQ_wiWYOw/w-d-xo.html) for a good treatment on the subject.

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    Anyone know how to measure the maximum height in a world machine terrain? (I.e. other than set it explicitly, measure what's CURRENTLY in the terrain)

  • @ChaojianZhang
    @ChaojianZhang 3 ปีที่แล้ว

    For landscape section/component size and heightmap texture resolution reference, see: docs.unrealengine.com/4.26/en-US/BuildingWorlds/Landscape/TechnicalGuide/#recommendedlandscapesizes

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      It's a wonder why my 256 resolution map can successfully import - someone place enlighten me?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Oh, I see, because the widget used a very inefficient configuration (57:26): Components: 1x1, Sections 1x1, Quads: 255x255.

  • @Jonathan2222Dark
    @Jonathan2222Dark 3 ปีที่แล้ว

    Nanite does support animated meshes, however, not deformable geometry. So the animated models made in nanite cannot be deformable only transformed.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      You are right! It's also mentioned here in the doc: docs.unrealengine.com/5.0/en-US/RenderingFeatures/Nanite/#supportedfeaturesofnanite

  • @veedrac
    @veedrac 3 ปีที่แล้ว

    Unlimited Detail did come out, just not in a game engine setting. Google “udStream”.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Amazing. Looks like it's free as well!

    • @hombacom
      @hombacom 3 ปีที่แล้ว

      Or Holoverse. State of the art if you ask Bruce Dell.

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @@hombacom That one looks amazing!

    • @hombacom
      @hombacom 3 ปีที่แล้ว

      @@ChaojianZhang It's unlimited power graphics 1000x times better than anything else

  • @skd0074
    @skd0074 3 ปีที่แล้ว

    ​ @Chaojian Zhang I think you are also using the command line incorrectly but even the correct one does not work. You have the replace the "options" with one of the options provided below in the document. Like this but still does not work. C:\UnrealEngine\UE_4.26\Engine\Binaries\Win64\UE4Editor.exe -run=WorldPartitionConvertCommandlet E:\MyProject\Maps\map.umap -Verbose -AllowCommandletRendering But this also gave following error [2021.05.28-15.47.53:702][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsClient' [2021.05.28-15.47.53:707][ 0]LogTargetPlatformManager: Display: Loaded TargetPlatform 'WindowsServer' [2021.05.28-15.47.53:707][ 0]LogTargetPlatformManager: Display: Building Assets For Windows [2021.05.28-15.47.53:712][ 0]LogAudioDebug: Display: Lib vorbis DLL was dynamically loaded. [2021.05.28-15.47.53:751][ 0]LogShaderCompilers: Display: Using Local Shader Compiler. [2021.05.28-15.47.54:250][ 0]LogDerivedDataCache: Display: Max Cache Size: 512 MB [2021.05.28-15.47.54:282][ 0]LogDerivedDataCache: Display: Loaded Boot cache: C:/Users/saika/AppData/Local/UnrealEngine/4.26/DerivedDataCache/Boot.ddc [2021.05.28-15.47.54:292][ 0]LogDerivedDataCache: Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp. [2021.05.28-15.47.54:303][ 0]LogDerivedDataCache: Display: Performance to C:/Users/saika/AppData/Local/UnrealEngine/Common/DerivedDataCache: Latency=0.03ms. RandomReadSpeed=1344.26MBs, RandomWriteSpeed=90.34MBs. Assigned SpeedClass 'Local' [2021.05.28-15.47.55:615][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. [2021.05.28-15.47.55:615][ 0]LogAudioCaptureCore: Display: No Audio Capture implementations found. Audio input will be silent. [2021.05.28-15.47.55:750][ 0]LogInit: Error: WorldPartitionConvertCommandlet looked like a commandlet, but we could not find the class. [2021.05.28-15.47.55:884][ 0]LogShaderCompilers: Display: Shaders left to compile 0 [2021.05.28-15.47.55:998][ 0]LogHttp: Display: cleaning up 0 outstanding Http requests. [2021.05.28-15.47.56:497][ 0]LogContentStreaming: Display: There are 1 unreleased StreamingManagers I finally ended up reloading height map but then it can only do a max of 30km x 30 km. anything bigger and it crashes :(

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      😅I think you are right! It's also weird that it asks us to use UE4Editor.exe instead of UE5's executable?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      I tried what you said, but the executing program is in a separate window and I can't capture what it said but it looks like it's the same as what I had in the video, and no particular effect it has on the map😥

    • @skd0074
      @skd0074 3 ปีที่แล้ว

      @@ChaojianZhang what about the in editor conversion ? For me it crashes too but it normally crashes after using up close to 230GB of ram. I have a 64x64km landscape terrain only project. It does not even have textures 🤔 but it does convert small 8k or 16k maps..

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @@skd0074 That's the thing - where do you see thay in-editor conversion button/option? I tried to follow the comment of the other guy but I don't see any prompt when I open the map that uses World Composition?

    • @skd0074
      @skd0074 3 ปีที่แล้ว

      @@ChaojianZhang you have option just below were you enable world partition. It will say in editor prompt or something like that. Just search for world partition and those 2 options will show up in the settings

  • @iosifstalinfreddiewilliams4844
    @iosifstalinfreddiewilliams4844 3 ปีที่แล้ว

    If you open a level that uses world composition from the editor, ue5 gives you the option to convert the level to world partition. I have tried this, but left the conversion working overnight, but it never finished .. Have you tried this method successfully?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      My level is already opened in UE5, i dont see the option to perform a conversion? On the documentation it asks you to use a command line tool to perform a manual conversion but I couldn't get them to work.

    • @iosifstalinfreddiewilliams4844
      @iosifstalinfreddiewilliams4844 3 ปีที่แล้ว

      @@ChaojianZhang For this option to appear, you must be on another level. Then double click to open your world composition level and a window for conversion to world partition will be activated. I have tried to do it both ways, but neither has worked. Can you let me know if this method works for you?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @@iosifstalinfreddiewilliams4844 Thanks for your reply. I tried what you said, unfortunately, I don't see a pop-up. I think there is something missing - there should be a way to bring tiled terrains in directly into world partition (though it would indeed be very helpful if we can do a conversion) - also since level streaming is unlikely to completely go away (for various scenarios where it's desirable) - I think there MUST be some way to allow us loading and unloading sub-levels.

    • @iosifstalinfreddiewilliams4844
      @iosifstalinfreddiewilliams4844 3 ปีที่แล้ว

      @@ChaojianZhang Make sure "enable world partition" is enabled in Project Settings. If not, the popup will not be shown to you. I have not yet achieved a successful conversion, I will notify you here if I succeed :)

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      ​@@iosifstalinfreddiewilliams4844 Thanks! I tried it - it's still not popping up😶 Also, did you have trouble enabling world partition on a single level? In my case I can enable world partition only by enabling it on the project level. @27:08 I tried to click that toggle but it's not working😥

  • @gursimransingh8726
    @gursimransingh8726 3 ปีที่แล้ว

    i have also heard that ue5 automatically generates imposters

    • @skd0074
      @skd0074 3 ปีที่แล้ว

      ya it fails if it is huge landscape

  • @guy37373
    @guy37373 3 ปีที่แล้ว

    Will it works with android?

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      Yes, I actually build that server so I can play with it on Android.

    • @guy37373
      @guy37373 3 ปีที่แล้ว

      @@ChaojianZhang thanks

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @Anime Planet Online What issues are you having? What do you mean by a "hand"? You can email/DM your screenshot to me at this address: Charles@totalimagine.com

    • @ChaojianZhang
      @ChaojianZhang 3 ปีที่แล้ว

      @Anime Planet Online Which server did you use? Have you tried to deploy the server on your local machine and see whether LAN work?

  • @hellohogo
    @hellohogo 3 ปีที่แล้ว

    i have close to the same system and now i think i'll have to upgrade my gpu for this 😂