Thanks for the video and keep up the content! Few things I've noticed with World Building on UE5: - Level Instances are great to store PLAs, BPs and other type of actors. - Level Instances are much more efficient in moving large group of actors (1 to select) rather than selecting thousands of individual actors. - PLA can only be used for Static Meshes. It compacts them and makes a world more optimized. - ATM when you create a Level Instance out of actors, it'll break their references. So be mindful when you create them in context!
problem with level instances is they cant be included in HLODs... only built seperately in their own level... So u cant just make a packed level actor for a cluttered desk with a light on it and expect it to be able to be optimizied with HLODs at a distance for the entire building.
Dropping a comment to fuel the algorithm! Another useful and well explained video. Good luck growing the channel, you deserve it so much more than the generic beginner guide garbage my feed suggests. Whilst basics are important understanding the tool in a wider sense will help in the future.... Assuming one can get through a few hours without UE5 crashing.
Great. I observed that you have some placement issue with objects or props because of pivot point, I am not sure but I think holding down 'END' key on the keyboard will snap it to surface while translating.
Great tutorial... Maybe will try this technique to spawn landscape chunks to make an infinite landscape based on camera position , not sure if itll work
Thanks for share of this pretty useful tricks. BTW, you made me have a good day, when I first saw you , I immediately think about TMNT, thats made me kinda keep smiling and watching through this video. hahaha. good job
Thanks for this. For level instances or packed level actors, is there no way that it generates possible configurations of the meshes, like different positions per instance, and have an option to randomize them when you use it on another area? sort of the prefabricator plugin? Currently, anything you do on once instance makes all the instances similar as the name suggests. Thanks
Yeah, I ran into this issue bigtime and had to lean harder on Blueprints. Also, the ol' Prefabricator plugin helps a lot. Not sure what is most performant tho?@@blackshinobi956
When I read the documentation, they recommended it more for large maps. I would say if it's not landscape sizes probably not use it, but if you've already started implementing world partition and its working, stick with it
Thanks for sharing this. Q: can Either of these be assigned to an array for PCG? To elaborate, my idea was to create random player events in a level. Another question: Would this be the ideal way to create static mesh assets (buildings) for distribution via PCG?
Good question, I'm not familiar with PCG yet so I don't have an answer. I did find this video about using packed level actors with a PCG graph, so you're idea seems possible. Sorry I couldn't help more, good luck! th-cam.com/video/NmQZYaZAFJU/w-d-xo.html&ab_channel=FabioSarracino
That's a great question, I wondered the same thing when I looked at them. It's my understanding that the main benefit is the workflow improvement. Since they're edited in the context of the world, I don't have to adjust it in BP then check the level and see how it looks. I think Level Instances are great for larger collections of meshes that I want to load in like a section of a level .
for save station with functionally better use blueprint. But normally you use level instances for big objects like buildings that are repeated in the level. It would be faster than putting it into a blueprint.
Thanks for the video and keep up the content!
Few things I've noticed with World Building on UE5:
- Level Instances are great to store PLAs, BPs and other type of actors.
- Level Instances are much more efficient in moving large group of actors (1 to select) rather than selecting thousands of individual actors.
- PLA can only be used for Static Meshes. It compacts them and makes a world more optimized.
- ATM when you create a Level Instance out of actors, it'll break their references. So be mindful when you create them in context!
problem with level instances is they cant be included in HLODs... only built seperately in their own level... So u cant just make a packed level actor for a cluttered desk with a light on it and expect it to be able to be optimizied with HLODs at a distance for the entire building.
omg thankyou for zooming in on certain items in the ui. makes so much difference!
I was wondering what Level Instances are a couple of days ago, nice to have this. Thanks.
Happy to help!
That was a great tutorial - your level examples were really clear, and thanks for talking through the options settings!
Great tutorial and after listening you many many times - Draymond Green and your voice crazy similar :) Keep up good work ! :)
Lol! I've never gotten Draymond but I'll take it 🤣
Dropping a comment to fuel the algorithm!
Another useful and well explained video.
Good luck growing the channel, you deserve it so much more than the generic beginner guide garbage my feed suggests. Whilst basics are important understanding the tool in a wider sense will help in the future.... Assuming one can get through a few hours without UE5 crashing.
Thanks! I appreciate comments like this and lol UE5 do be crashing haha
Great. I observed that you have some placement issue with objects or props because of pivot point, I am not sure but I think holding down 'END' key on the keyboard will snap it to surface while translating.
Ya the end key will snap the selected mesh to the mesh or landscape below as long as it doesn’t have contact with another mesh.
Super helpfull, great vid. Good luck with your channel bro! 🤟
Appreciate it! Glad you found it helpful!
Great tutorial... Maybe will try this technique to spawn landscape chunks to make an infinite landscape based on camera position , not sure if itll work
Thanks for share of this pretty useful tricks. BTW, you made me have a good day, when I first saw you , I immediately think about TMNT, thats made me kinda keep smiling and watching through this video. hahaha. good job
I have been a year looking to understand this level instances thing thank you
If you group/merge actors in a location and ungroup and change the original group can just right click and replace with new one also
Thanks for this. For level instances or packed level actors, is there no way that it generates possible configurations of the meshes, like different positions per instance, and have an option to randomize them when you use it on another area? sort of the prefabricator plugin? Currently, anything you do on once instance makes all the instances similar as the name suggests. Thanks
Great tutorial, thank you!
Be warned that using lots of level instances with lots of actors inside them will increase the time it takes to enter and exit PIE.
Thanks for pointing this out!
Yeah, I ran into this issue bigtime and had to lean harder on Blueprints. Also, the ol' Prefabricator plugin helps a lot. Not sure what is most performant tho?@@blackshinobi956
Do level instances work with HLODs in World Partition?
Thanks bro very helpful
Would you recommend this for levels that are a bit larger but not like landscapes size - more like penumbra or amnesia sized puzzle rooms
When I read the documentation, they recommended it more for large maps. I would say if it's not landscape sizes probably not use it, but if you've already started implementing world partition and its working, stick with it
Banger tutorial
💪🏿 Thanks for watching!
Very well explained. Thank you.
Glad it was helpful!
Nice I didn't know you could do this, thanks :D I guess it's similar to a "prefab" in Unity?
Glad you enjoyed the video. I don't know anything about Unity, but maybe haha
This definitely feels like a prefab in unity terms. Thanks for bringing this to light, i need to give this a try
Thanks for sharing this. Q: can Either of these be assigned to an array for PCG? To elaborate, my idea was to create random player events in a level.
Another question: Would this be the ideal way to create static mesh assets (buildings) for distribution via PCG?
Good question, I'm not familiar with PCG yet so I don't have an answer. I did find this video about using packed level actors with a PCG graph, so you're idea seems possible. Sorry I couldn't help more, good luck!
th-cam.com/video/NmQZYaZAFJU/w-d-xo.html&ab_channel=FabioSarracino
Dumb question 2 months after this video 😂
What’s the actual benefit of creating a level instance over combining these assets into a Blueprint?
That's a great question, I wondered the same thing when I looked at them. It's my understanding that the main benefit is the workflow improvement. Since they're edited in the context of the world, I don't have to adjust it in BP then check the level and see how it looks. I think Level Instances are great for larger collections of meshes that I want to load in like a section of a level .
I got a better reply...if it doesn't need additional code the level instance is lighter in data
for save station with functionally better use blueprint. But normally you use level instances for big objects like buildings that are repeated in the level. It would be faster than putting it into a blueprint.
ur awsome
Is this a new UE 5 feature?
I think it was introduced in 5.0, so relatively new
@@blackshinobi956 seems similar to Unity Game Engines prefab objects
Please put your script closer to camera. It is extremely distracting.
Thank you for taking the time to share this information, all the same.
save instances is like a unity prefab.
why couldn't they just call them prefabs like everybody else lol
😂😂😂
too loud music, so distracting... else content is good, but hard to follow due to oud background!