thx with the release of 5.3 I was starting to get used to data layers but started experiencing falling through landscapes in the world partition, I retested in 5.2 and its far more scalable than 5.3 but the level streaming volumes of a persistent level from one to another seem better for me especially for flying, I will likely do a mixture of both, thanks!
Question? I have a sublevel of my town. Can i easly add the building levels with interiors by bringing in the level then assigning to the persistent map? Or will i have to pull in the level like shown? Having trouble getting the positions right in the level editor. Would adding it to world then to level stream persistent resolve the location issues? I have around 75 buildings in 14 towns. So simplifing would be great. And you explained it well enough to understand and get me started. Thank you.
Hello and thank you, I am looking for load/unload based on camera view, is that possible? I mean only load objects are in camera view , if camera for example rotates to other angle, load some objects are in that shot and unload others not in camera view shot. I think that's gonna do super optimization, I need for VR headset. Something Like Ray Cast Thank you.
Hello thanks for your tutorial, does it mean we only have one directional light actor in a persistent level? Other sublevels are using the persistent level directional light?
Volumes allow you the use of x, y, z loading. World partition is x, y and z are infinite extent vertically within its x, y . if you set it to load 20 grids it will load 10 from either side of your origin on x, y but infinite on z. is this correct or am I missing the point of partition instancing. I'm still yet to play with world partition but i'm not sure if i should carry my level over to partition. I have alot of z axis mazes inside my level.
nice tutorial thank. I'm working on a big terrain, 4033x4033 with WorldParition and it's multiplayer.. I don't know if sublevels could work in multiplayer. I wonder why it's not possible to have sublevel with WorldParition... that would be great if I have by exemple dongeon.
I was just going to write a similar question. I notcied you moved the persistent level floor along the X axis. Would this also be possible to do with landscapes? or would you have to position the landscape grid first? I really want an explanation on how to import more than 1 height map for the landscape and position them side by side without having to name their file names as (x0,y0 > x0,y1 etc) is this possible? thank you!
@@AdrianoFerreira-nb8cd I hear you. I'm also fighting tooth and nail to try to figure out how to join two landscapes into one so I can have a large map like so many people have, yet nobody seems to know how to do it.
Hey man, I think its possible. I accidentally tried something out the other day and I imported a height map. I went back to landscape mode to click on the terrain and when you press the W key I believe you can position it that way with a standard transform gizmo
I appretiate you making a tutorial. But to be honest, if I had no prior knowledge about how to do basic level streaming in unreal, I would not understand anything from this video. You just made it too complicated. I'd suggest you remake this video with maybe starting with a level that does not have anything then add a level with just lights than another with just landscape
*character flying
@11:20 "Oh, I don't wanna fall off"
thanks. you're getting the spectator pawn by default this is why you don't fall off and start in a weired Z position.
thx with the release of 5.3 I was starting to get used to data layers but started experiencing falling through landscapes in the world partition, I retested in 5.2 and its far more scalable than 5.3 but the level streaming volumes of a persistent level from one to another seem better for me especially for flying, I will likely do a mixture of both, thanks!
thanks man, really helpful video
Question? I have a sublevel of my town. Can i easly add the building levels with interiors by bringing in the level then assigning to the persistent map? Or will i have to pull in the level like shown? Having trouble getting the positions right in the level editor. Would adding it to world then to level stream persistent resolve the location issues? I have around 75 buildings in 14 towns. So simplifing would be great. And you explained it well enough to understand and get me started. Thank you.
Hello and thank you, I am looking for load/unload based on camera view, is that possible? I mean only load objects are in camera view , if camera for example rotates to other angle, load some objects are in that shot and unload others not in camera view shot. I think that's gonna do super optimization, I need for VR headset. Something Like Ray Cast Thank you.
Hello thanks for your tutorial, does it mean we only have one directional light actor in a persistent level? Other sublevels are using the persistent level directional light?
Would it be wise to create multiple levels that hold different game assets, such as post processing and lights instead of having them in one level ?
can I have multiple sublevels in one place, and switch them based on distance... or it would be easier for this to just mess with LODs
How to implement this in multiplayer??
Hi! but how to bake the light on different levels?
Huh?
Are "Data Layers" the new version of Persistent and Sub levels?
Volumes allow you the use of x, y, z loading. World partition is x, y and z are infinite extent vertically within its x, y . if you set it to load 20 grids it will load 10 from either side of your origin on x, y but infinite on z. is this correct or am I missing the point of partition instancing. I'm still yet to play with world partition but i'm not sure if i should carry my level over to partition. I have alot of z axis mazes inside my level.
Background music name?
Thank you so much!
nice tutorial thank. I'm working on a big terrain, 4033x4033 with WorldParition and it's multiplayer.. I don't know if sublevels could work in multiplayer. I wonder why it's not possible to have sublevel with WorldParition... that would be great if I have by exemple dongeon.
I was just going to write a similar question. I notcied you moved the persistent level floor along the X axis. Would this also be possible to do with landscapes? or would you have to position the landscape grid first? I really want an explanation on how to import more than 1 height map for the landscape and position them side by side without having to name their file names as (x0,y0 > x0,y1 etc) is this possible? thank you!
@@AdrianoFerreira-nb8cd I hear you. I'm also fighting tooth and nail to try to figure out how to join two landscapes into one so I can have a large map like so many people have, yet nobody seems to know how to do it.
Hey man, I think its possible. I accidentally tried something out the other day and I imported a height map. I went back to landscape mode to click on the terrain and when you press the W key I believe you can position it that way with a standard transform gizmo
@@dangerousmindgames I've been looking for the same thing as well. Trying to join together 12 or so 60x60 levels
I appretiate you making a tutorial. But to be honest, if I had no prior knowledge about how to do basic level streaming in unreal, I would not understand anything from this video. You just made it too complicated. I'd suggest you remake this video with maybe starting with a level that does not have anything then add a level with just lights than another with just landscape
too long