@@GorkaGames hey man ...can you do a tutorial on how to do sublevels from a huge map full with actors (houses, Ai, etc) ....so i created a big map with all for a tps on it ...but now game kinda slow to play (so how i can split intoo sublevels and load each zone of the map when i furter walk intoo the game? can you do a tutorial (i saw something but not verry clear
I mean for a sidescroller game, yes, it might be better (for now) to use traditional levels. However, for third-person open-world games, this is a must have.
I want it to load the same partitions as it does in gameplay in the editor, but my world partitions seem irrelevant, I only select regions to load in editor and then it goes off the cull distance and stuff in those regions.
@@GorkaGames yes i tryed this ... (it works fine but i dont know why my game is like 1 frame freeze (like 1 second frexe then working few sec,again 1sec freze again working fine ...) constantly ...dunno why this happend (mention my computer is high end should be fine (even when i not play and just navigae true map when editing the map is dowing this stund thing)
I have a huge scene with a landscape which seams to be to heavy to render and the engine crashes, if i switch it to world partition it will help? maybe to load only what is visible in the camera?
Could be 2 things, it could be that you didnt set correctly a "Player Spawn", which it can added from the add menu, and then make sure that its above the terrain. Maybe thats not the issue and it could just be that the world isnt loading up enough quickly before the player, but I doubt it would be that one, but try lowering graphical settings so you can test it out.
Hey! any idea on going the otehr way? the method i have now is so tedious (basically, adding the objects to a sequence, amking them spawnable, opeinig a new empty level and making them possesable....)
Thanks for the tutorial, seems like they've made improvements since 5 months ago when this was posted. Do you know how this interacts directly with landscapes? Like, how big of a landscape can I use with world partition, and will it optimize it if its a hefty landscape. If its too big, will it allow multiple landscapes? Im curious if I make a mountain always appear in the background too. I don't want it to unload. I want also to have it so if you get closer to the mountain, its higher resolution than if it's being seen from a distance for performance.
You can't use sublevels the same way as with world composition. You would have to create separate levels and move your assets over to them. 1)You can do this by first creating empty levels, and name them by region/area/Type of asset etc **(For large rock cliffs, backdrop assets and so on you would name the levels by what you add to them)** 2)Selecting your assets in smaller groups by area/region/or just some at a time **(Make sure you don't select to many assets at once)** Press Ctrl+C after you have them selected, and open a text document. (Here is were you need several documents if you have many assets to copy for a area/region you want to have a "instance level" for. Paste Ctrl+V in the text document. (You should see some lines of code now for each asset. 3) When you have done this for all your assets in the level in different text files **(Imagine you name them: Factory 1-1 / 1-2 / 2-1 / 2-2 and so on)** You now open the empty level you created for each Area/Region/or how you want, and just copy all the text from the corresponding text document into the outliner. **(Select all text and Ctrl+C, click somewere in the outliner when back in the engine and Ctrl+V)** 4)After you have done this for each level, you now right click the level files one by one and select **New blueprint** in the bottom of the dropdown menu. Then open your World partition map again, and just drap the new "level".LevelInstance BP files into the map. Now you can add separate levels to the main level sort of like you could before **(This is NOT something i say is just like before, but hopefully would work similar and with streaming control by BP or WP settings)**
i have a pretty big map and it gets stuck on "converting map to world partition", i have no idea why, the only thing that might be the problem is that i imported the heightmap from gaea, but taht shouldent be the problem imo.
Hey, I have a problem in this world partition system in my project. Our tiles or (cells) don't want to unload. All it does is hide all assets on that cell but not the actual part of terrain. Any idea how to solve it?
idk what happened but unreal crashed and now whenever i try to make a level theres nothing on the screen but tabs its not showing the level, i can open all the menus and install content but it doesnt show the level, then i can hit the play button and it will load fine, but when i exit play mode, still nothing on the screen but the tabs
World partition is a system which basically splits your map into different sections. It is used to build huge open worlds, as you cannot render and display all the environment for performance reasons, so you load each part separately.
as of today UE5 is now broken it will not convert as showing in video you get a Conversion failed! See log for details. on old map and new unused map are not working
Thank you! Unreal documentation is laughably incomplete. It says Tools > Convert Level > Figure out the rest on your own while I jump around to other parts of the process. They need better technical writers on their team.
the vedio teach one level ,how to change the level to the other level in ue5 ,except use "open level", Need to consider game optimization,do not want to use the method that streaming level in ue4,thanks a lot
Gorka tio eres el pu to AMO muchissimas gracias no te imaginas o kizas si la de busquedas que he hecho y tutoriales inutiles que me comi para lograr esto .... y pues todo lo que habia que hacer era la conversion para que se activen todos esos actores y funciones que no vienen activadas por defecto en el modo basic de landscape siempre me dava crash y pues UNA VEZ MAS ME SALVASTE EL CULO HAHAHAHA dios te lo pague con un enorme harem de mujeres pechugonas
For those of you not being able to perfectly select the cells to load, you have to hold shift while dragging.
The reason of the buggy look on the cell preview is screen percentage of the editor viewport. If you set it to 100 the issue will be fixed.
I know this is strange but I'm actually needing to switch a world partition back to a single level. Could you do a video on this? or work arounds?
Thanks! Wasn't sure why I was getting world partition greyed out but this resolved it :)
Im glad I could help!
@@GorkaGames hey man ...can you do a tutorial on how to do sublevels from a huge map full with actors (houses, Ai, etc) ....so i created a big map with all for a tps on it ...but now game kinda slow to play (so how i can split intoo sublevels and load each zone of the map when i furter walk intoo the game? can you do a tutorial (i saw something but not verry clear
i have a ue5 project that was converted from ue4 and it will not migrate to world partition. it just hangs on 0%. please help
i have the same issue. after 0% it goes black and in world partition windows it just says : world partition is disabled for this map
I guess that for sidescroller type games, like Bloodstained, it's still better to use the traditional level/maps?
I mean for a sidescroller game, yes, it might be better (for now) to use traditional levels. However, for third-person open-world games, this is a must have.
I want it to load the same partitions as it does in gameplay in the editor, but my world partitions seem irrelevant, I only select regions to load in editor and then it goes off the cull distance and stuff in those regions.
hey man is this world partition better than setting up sublevels with level streaming volume ?
right now for a massive scale yes. Also it will be easier as world partition will do all the process for you
@@GorkaGames yes i tryed this ... (it works fine but i dont know why my game is like 1 frame freeze (like 1 second frexe then working few sec,again 1sec freze again working fine ...) constantly ...dunno why this happend (mention my computer is high end should be fine (even when i not play and just navigae true map when editing the map is dowing this stund thing)
Hello, I have a problem, what should I do to make the world partiton only show static mesh and not bluprint?
I have a huge scene with a landscape which seams to be to heavy to render and the engine crashes, if i switch it to world partition it will help? maybe to load only what is visible in the camera?
Yeahm, definetely it will help performance and memory management in the editor, and hopefully it should avoid that crash
no one except you explained how to do it all over TH-cam.
😄
Cool, algún dia llegaré ahi. Cuando domine los quateriones !
Por supuesto!! 💪
Banger 💚
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on packaged project when i try to play the charcter is stuck underground. any idea why ?
Could be 2 things, it could be that you didnt set correctly a "Player Spawn", which it can added from the add menu, and then make sure that its above the terrain. Maybe thats not the issue and it could just be that the world isnt loading up enough quickly before the player, but I doubt it would be that one, but try lowering graphical settings so you can test it out.
How to merge two landscapes in Unreal Engine 5?
Hey! any idea on going the otehr way?
the method i have now is so tedious (basically, adding the objects to a sequence, amking them spawnable, opeinig a new empty level and making them possesable....)
you are a genius! thanks a lot! :D
Thank you again, sir!
I imported my level from Gaea and my overview map is blank, not updating at all to my land mass, any ideas?
How can I change it back so that I can build lighting again?
Thanks for the tutorial, seems like they've made improvements since 5 months ago when this was posted.
Do you know how this interacts directly with landscapes? Like, how big of a landscape can I use with world partition, and will it optimize it if its a hefty landscape. If its too big, will it allow multiple landscapes?
Im curious if I make a mountain always appear in the background too. I don't want it to unload. I want also to have it so if you get closer to the mountain, its higher resolution than if it's being seen from a distance for performance.
thank you ~ seeems like "preview grids" is gone in ue5.4
Thnakssssssss!!, i was thinking that i have to remake my hole game🍕
my pleasure!!
is completly broken landscape doesnt interact with world partition atall....
i have a problema, im using a vehicle and when play game my vehicle fall through the map
sorry for my english
How does this work with Sublevels? The actors are not migrating during the convert.
You can't use sublevels the same way as with world composition. You would have to create separate levels and move your assets over to them.
1)You can do this by first creating empty levels, and name them by region/area/Type of asset etc
**(For large rock cliffs, backdrop assets and so on you would name the levels by what you add to them)**
2)Selecting your assets in smaller groups by area/region/or just some at a time **(Make sure you don't select to many assets at once)**
Press Ctrl+C after you have them selected, and open a text document. (Here is were you need several documents if you have many assets to copy for a area/region you want to have a
"instance level" for. Paste Ctrl+V in the text document. (You should see some lines of code now for each asset.
3) When you have done this for all your assets in the level in different text files **(Imagine you name them: Factory 1-1 / 1-2 / 2-1 / 2-2 and so on)**
You now open the empty level you created for each Area/Region/or how you want, and just copy all the text from the corresponding text document into the outliner.
**(Select all text and Ctrl+C, click somewere in the outliner when back in the engine and Ctrl+V)**
4)After you have done this for each level, you now right click the level files one by one and select **New blueprint** in the bottom of the dropdown menu.
Then open your World partition map again, and just drap the new "level".LevelInstance BP files into the map.
Now you can add separate levels to the main level sort of like you could before
**(This is NOT something i say is just like before, but hopefully would work similar and with streaming control by BP or WP settings)**
i have a pretty big map and it gets stuck on "converting map to world partition", i have no idea why, the only thing that might be the problem is that i imported the heightmap from gaea, but taht shouldent be the problem imo.
im on 5.3 if that might be the problem*
Hey, I have a problem in this world partition system in my project. Our tiles or (cells) don't want to unload. All it does is hide all assets on that cell but not the actual part of terrain. Any idea how to solve it?
We have the same issue when converting. The landscape is not splitting up into tiles/landscape actors
idk what happened but unreal crashed and now whenever i try to make a level theres nothing on the screen but tabs its not showing the level, i can open all the menus and install content but it doesnt show the level, then i can hit the play button and it will load fine, but when i exit play mode, still nothing on the screen but the tabs
how much space do you hve left on your drive??
@@GorkaGames i have 558 gb free of 930
the engine opens up with the world partition tab up
@@Kil23Joy hmm, try to hit F10, it might be a layout change in the editor
@@GorkaGames idk nothing happened, im not much of a computer doctor i ight just bring it to somebody lol
@@GorkaGames i figured it out,
window>viewport1 lol
Why its not working on landscape
Love the video, for future vids, the music starting up at the end is wayyy too loud, I'm here to listen to you
Thank you so much!
What is a world partition? What is it used for and why do you need it?
World partition is a system which basically splits your map into different sections. It is used to build huge open worlds, as you cannot render and display all the environment for performance reasons, so you load each part separately.
@@GorkaGames got it. Thanks
thanx you fix my problem
Thanks, man
idk why but when i convert my level it just shows an empty untitled level
as of today UE5 is now broken it will not convert as showing in video you get a Conversion failed! See log for details. on old map and new unused map are not working
I just get stuck on 0% converting every time I try it
Saved the day XD
Thank you! Unreal documentation is laughably incomplete. It says Tools > Convert Level > Figure out the rest on your own while I jump around to other parts of the process. They need better technical writers on their team.
Thank you.
Thanks :)
Personally, I prefer open-world games that don't use WP. I like the idea of sniping enemies from across the map ;)
Typical view distance is 5 km you ain't making a shot past that
the vedio teach one level ,how to change the level to the other level in ue5 ,except use "open level", Need to consider game optimization,do not want to use the method that streaming level in ue4,thanks a lot
THANKS !!!!!!!!!!!!!
i love the new youtube forced ads
Thanks
Grids dont show no matter what I do-
Herkese hayal ettigindende guzel hayatlar dilerim
Gorka tio eres el pu to AMO muchissimas gracias no te imaginas o kizas si la de busquedas que he hecho y tutoriales inutiles que me comi para lograr esto .... y pues todo lo que habia que hacer era la conversion para que se activen todos esos actores y funciones que no vienen activadas por defecto en el modo basic de landscape siempre me dava crash y pues UNA VEZ MAS ME SALVASTE EL CULO HAHAHAHA dios te lo pague con un enorme harem de mujeres pechugonas
Your accent is throwing me off. You're from Spain, no? But you don't sound Spanish (... at least to me).
Anyway, thank you for the video!
haha yeah I am Spanish, my pleasure!
Suscription spam is boring asf