You make me wish knew how to program c++ or another language. I have idea for games but I just don’t know how to program and at almost 50 it’s a bit late.
With the amount of things you have explained in this tutorial you can create a whole series by exploring in depth. It was amazing content and I look forward to seeing more content. Thank you!
Would you mind showing us how you actually made the world in Unreal Engine, like a step by step guide on how you started it. Just seems like before the video starts on how you build the world the video ends and we didn't learn anything on how to actually make the map. Or at least a link to another video that shows us how to map a map in unreal engine.
I am learning first Time Unreal, i did watch if out of curiosity, i hava a feeling building an open world is easier in Unreal than Unity, as it looks like more things are build in.
There are quite a lot of features build in for sure, but in Unreal there is one thing to keep in mind which I think in Unity is easier to do, performance. Optimizations is a key part and it takes some planning and time to do, so just have that in mind for your project.
FINALLY searching for this the whole day. When you say, "I can start loading this area here" - "Or I can remove this area here" - is it something that happens automatic when not in range - or is it like a trigger you need to script for each level? (Busy with an island and western town, trying to understand levels etc..)
I think its like when the player reaches a certain point the level loads as its not automatically. for example lighting, when you test your game and you have made a lighting level once you enter a room it there is like a slight increase of brightness which is essentially loading it automatically. i hope that answers your qestion and im not 100% sure im correct
if you're still looking for an answer, it's called level streaming. so it has a threshold beyond which one level fades into the background and another comes up.
it's hard to watch the shaking camera (5:07 etc) as you are showing us around, also please don't use the glitch effect for transitions, just cut. Thanks for the good info!
Congratulations on the work. Your tutorial helped me a lot, especially to understand how to save resources when creating land. Thank you very much for sharing your knowledge with us. Sincerely.
It's not very difficult but this is just plain brilliant. I've been trying to figure out how to do an optimized open world for years and never thought to load different levels on top of each other. Thank you.
Just an ideal, please tell me your thoughts, on the possibilities of this within Unreal4. Why have a big map? Why not an entire country on disk, broken up into small chunks, the results would be performance reserved for game play features, instead of having a huge map hogging up memory. Here's how it works: 4 to 8 km maps, when driving in 1st person mode along the roads, you will pass gas stations, etc, then finally an light blue border visible only on the map, thus to allow you to turn around before reaching that point ahead that if you keep driving will lead to a "darker blue" area in which the next 4 to 8km will be loaded, saving to disk, and releasing from memory, the last chunk of which you can return to at any time. This is how I would do it. Thoughts?
Dude, this is really excellent content. Thank you! More like this would be fantastic. Also, please finish that game, because it looks amazing and I want to give you money to play it.:)
Thank you fir the support! I’m working on some exiting content that I hope will come useful for everyone. The game is in progress, I’m just back a bit to the drowning board as I was not very happy with the gameplay design.
14:12 you jump-cut over after you pressed enter, hiding that Level_01 did not appear under Persistent Level... Whatever happened to you for Level_01 to not appear under Persistent Level is happening to me when I make the level- how did you fix it?
I'm "kind of" new to unreal, and ive wanted to make a massive open world for a LONG time. I found your video, and, I was impressed with what you had created, so my creative juices were flowing...but.... As I watch, that black border around your video blocks a lot of the functions you are accessing, and I can't follow that...not blaming you, i know the recording software you use does this, but is there a way you can make a full screen tutorial without the black borders, so that new people can see what you are clicking on? otherwise though, GREAT TUTORIAL! THANK YOU!
can i use this type of thing in multiplayer but i think there would be a two places to be load at same time but it is not a big deal can u help me i am making game in unreal 4 in 2024 because didnt have gpu only have intel processor
will you cover LOD Proxy maps and what sort of things an artist is allowed to add to them (large low poly meshes, billboarded foliage, simple mats, etc...)
Thank you for the comment. Yes I will do such video. I’m in the making of few more tutorials on the open world topic as there is a lot to cover and also it’s something interesting for many people.
Greetings. This was very heplful tutoriual. BUt yet i have a question. What if you walk on the plain terrian and there is a distant mountain ahead. Withi this technology, mountain will appear instantly which is not good. Is there any workaround without using fog?
How difficult to implement flights in the open world? When you look at the GTA, it seems like something fairly simple, but it is worthwhile about a specific implementation and many problems immediately arise.
I assembled it few years back, i7 5820k, 32GB, GTX1080. I’m looking into making sone upgrades so I’ll be getting some of the rtx 3k series and I’ll up on 64GB ram.
Thanks for this tutorial. I am completely new to this and tried building according to your tutorial. Now I am facing a problem: whenever I start up my project it opens a black viewport screen. I then have to open the default "box"/base level where nothing but the floor and actors of that level is visible, until I go to "levels" and "make current" the level I was last working on. Do you have to do this every time you start or is there a setting to make it all automatically visible from the start?
Ye the topic is huge and very interesting, I’ll be happy to make more videos around it. For the assets I created the majority but there are few marketplace packs also.
Hi, so could I build a map bigger than 20x20 km or 400km2 and the Unreal engine will blend everything together? Or how could I connect 20x20 km maps together let's say 10x 20x20 km map
Hey, thank you for the comment. When the engine is re-opened the levels might be not loaded, you can check this by right clicking and load. Also if it doesn’t show in game you need to add a blueprint node for load level on begin play and load the correct once. Let me know if that helped.
I have a question about the OpenWorld stuff in Ue4. I work also with the UnrealEngine and started a little rashly and worked my way forward and forward... I have a huge landscape with lots of forests, streets, small villages and everything that goes with them like lanterns, forest paths, benches, little stones and all that small stuff for more realistic looking. Now the problem is that I did NOT work with the level function from the start, but only with culling distane. I know that this is not good :/ For me, this applies to foliages as well as brushes / fixed objects such as interior fittings etc. In your opinion, is it still possible to divide the huge landscape into levels? With everything that's already placed on it? Does the engine recognize this and automatically hides the objects standing / placed on it or should I start from the beginning, first divide the landscape in seperat levels and then start building on it? I hope there is a workaround without having to start completely from the beginning. Do you have a tip for me? That would be absolutely amazing! Of course, I sorted everything very carefully and packed it into folders in the Details tab so that I have an absolute overview. I hope you can give me a tip. Gradually it becomes more and more clear to me that I can't avoid levels in order to make the whole thing perform well. Best Regards !
What might prevent a new level from being created? I have a blueprint saved but nothing added to the level menu. This was after turning on world comp. it worked before. Yeah world comp on persistent wont let me add sub levels
i made the sublevels and than if i press play it load a view seconds and than im on the thirdperson template but there a lot of golden things without a collision and a tree with collision that stands in the grey building of thirdpersontemplate and a silver gate with golden balls and cubes in there that have a collision and two tunnels with watter and they havent got a collision too and there is beautifull music and you can hear the water, but i didnt have this level and i dont know why its open when i play my sublevels?
that is very scary and first time i press play it loads a half day and than this level opens and my brain say to me " wtf who hacks your unreal". That is cool but i want to play on my sublevels pls help. I have photos if you dont belive me
I had a question I've not been able to answer for years now. Say i made a testing only world that would be a separate composition entirely. I use this world to test lighting, animations, game mechanics, etc. How would i package and transfer those completed items in to the main game composition? for example I would like to test NPC AI in a blocked out testing world. refine it, package it and transfer it over to the main game. But then if i need to make adjustments i can still do so separately and update the package in the main game. Is this possible? me being a single person developer this is the only way I can possibly stay organized personally. by building everything separately on a pseudo-workbench and then moving it to the final area for use.
Hey thanks for the question. In the past I’ve approached such cases by creating 2nd project with the same file structure as my main, when a mechanic is done you can use the migrate function in unreal to merge them. Hope that helps ;)
sir Your videos is the best ! But now I stop in the beginning , when I enable World Composition and I try to create a level I can but I can't see in the level window ! so pls give me a little help if is possible . I use Mac studio M1Ultra UE4.27.2 thank you so much
You can, but it’s best to have 1 level which will be the container of all the other maps and then each zone (sub-level) to have just 1 terrain. It’s more optimized and also it’s easier for setup.
Really depends on the amount of different zones (types of environments) you will have. On the project I’m showing the work on assets for each zone took about 2-3 months and the level design and placement about a month. This was done by 1 person and the zones were pretty small in size each. Some very rough calculations will look this >>> 8 different types of environments + 60 square kilometers of terrain size + gameplay elements and level design >>> about 3 years of work if you have a good idea what you want to do (this is work for 1 person).
How do you add a heightmap to a level with world composition? Or is there a way to take a premade map like from a demo scene and turn that into modular pieces?
@@UpsideDownTutorials so had u done the game fully And one more question can I make game like GTA 5 because I seen in unreal engine 4 that some places are same like in GTA 5 so tell me.
@@AREA-wc3qm Yes you can make any type of game using Unreal 4, I've worked on a lot of games that are at the moment shipped and 2/3 of them used Unreal.
Wait... 20x 20 km is unreal engines maximum without world composition or with? it kinda lost me there, probably zoned it out. But as a refrense, my village of Hedgewick is about 1.6 - 2km in size in UE4. I'm guessing that its in the category of unnecessary big?
@@UpsideDownTutorials That's excellent 🤔. I asked because I'm honestly a music artist who also WRITES game concepts, and I'm trying to break into both industries independently and being that my games are shooters I get worried sometimes that my games will take too long to make.
@@UpsideDownTutorials Thank you for ALL your effort, I to look forward to this < an ole Geeezzzer but have a terrain I made in WC2 with tow island on it and would love to know the best practice for spliting that and importing into UE4 and setting up a section over the ocean for a floating island. I did play diablot 2 way way back BUT diablo lost out to Elder Scrolls when Morrowind came out. I'm looking to make an Elder Scrolls, Witcher 3 ish style world for somit to do in my retirement www.dropbox.com/s/5q2vf9crjubl50d/ScreenShot%20%281%29.png?dl=0
It’s free to use and you need to pay % from tour earnings after 100 000$ once your project is published. You can read a bit more on the webpage as they had more in depth info.
This is a really great tutorial. Thank you for sharing. Although I have an issue even when following all your steps. If I exit the Editor and go back into the project later on, The "Enable World Composition" flag is not checked and it's not showing all my levels. If I try to check the box, it tells me "Please save your level to disk before enabling World Composition". What am I doing wrong?
Thanks for the comment, I think what is happening is that once you are inside your project and enable world composition, you need to save the level you are working on as well as the project it self, use save all function from the edit tab.
Something I have been wondering. I am working on a single player game that takes place primarily in a mansion. However the game has 7 different unique locations (which are all maps I bought from the marketplace) can those same maps be added to the map that the mansion is in? Or do they each have to load individually?
It depends, you can add them as sub-levels the same way I’m showing at the start of the open world tutorial and make different condition for loading from distance, like some volume with blueprint that will load them when needed (for example when player goes inside the volume or open a door, etc.) But if you have linear gameplay and you don’t need to have all the part on 1 level and work seamlessly with no loading screens, the best will be to have them on different levels. For adding a sub-level you just go to levels from the drop down click on add existing and chose the one you need.
Wow thanks a lot man! Are you available for hire?? Right now I am a struggling solo dev but the game is getting to the point where I’ve done everything I can now I need an actual team!! I would love to add you to my team. I will do whatever it takes. Here is the trailer th-cam.com/video/-6ESvLqAvUw/w-d-xo.html. And here is a much longer gameplay video if you’re interested in seeing more th-cam.com/video/bUHAsOJr608/w-d-xo.html
The unloading of assets you don't see seems like the way to go but.. it seems a pain to go around your map and do all that work manually. Why isn't there an algorithm that intuitively unloads assets that are not in your line of sight? Seems someone could make a blueprint for that.
Learn more about lights in Unreal Engine 4 >>> th-cam.com/video/l-BtHtC4W80/w-d-xo.html
does landscaping on a level only apply to that level? or does landscaping apply to the landscape no matter the level
You make me wish knew how to program c++ or another language. I have idea for games but I just don’t know how to program and at almost 50 it’s a bit late.
With the amount of things you have explained in this tutorial you can create a whole series by exploring in depth. It was amazing content and I look forward to seeing more content. Thank you!
THANK YOU! been trying to load an entire map the whole time and resulting in constant crashes. this makes everything simple!
Would you mind showing us how you actually made the world in Unreal Engine, like a step by step guide on how you started it. Just seems like before the video starts on how you build the world the video ends and we didn't learn anything on how to actually make the map. Or at least a link to another video that shows us how to map a map in unreal engine.
Wait he isn’t showing he made the map but is showing what world composition is. There is a difference.
@@ryoshitv6652 shut up
@@ETJakaEli okay
This is crucial part of making open world game, Otherwise you would have only small levels that are not linked together
@@ryoshitv6652 haha
This is very good! Now I know how to get started on making a open world terrain.
Thank you! I’ll make a follow up with more details regarding loading and optimizations, stay tuned it will be out in few days.
did you get far?
World partition must be ur friend now
Here iam 2 years later seeing this and it’s amazing information for me. Gonna check more videos soon.
Content was good. I liked how instead of saying you do it this way; you said I do it like this for this reason. Perspective over command.
I am learning first Time Unreal, i did watch if out of curiosity, i hava a feeling building an open world is easier in Unreal than Unity, as it looks like more things are build in.
There are quite a lot of features build in for sure, but in Unreal there is one thing to keep in mind which I think in Unity is easier to do, performance. Optimizations is a key part and it takes some planning and time to do, so just have that in mind for your project.
before watching this video i was building 2k*2k world and it was such a pain in ass. you're a life saver
FINALLY searching for this the whole day. When you say, "I can start loading this area here" - "Or I can remove this area here" - is it something that happens automatic when not in range - or is it like a trigger you need to script for each level? (Busy with an island and western town, trying to understand levels etc..)
I think its like when the player reaches a certain point the level loads as its not automatically. for example lighting, when you test your game and you have made a lighting level once you enter a room it there is like a slight increase of brightness which is essentially loading it automatically. i hope that answers your qestion and im not 100% sure im correct
if you're still looking for an answer, it's called level streaming. so it has a threshold beyond which one level fades into the background and another comes up.
it's hard to watch the shaking camera (5:07 etc) as you are showing us around, also please don't use the glitch effect for transitions, just cut. Thanks for the good info!
Thank you for the feedback, I'll take it into account for the next videos.
Congratulations on the work. Your tutorial helped me a lot, especially to understand how to save resources when creating land. Thank you very much for sharing your knowledge with us. Sincerely.
Thank you, I hope will like my other tutorials also.
Yes, i would LOVE to see and learn more!
Complete and total game changer for me.
Looking to make an open world game and your video is a great help for that. liked, subbed and loving the vids.
Thanks so much...yes please make more content relating to large open world maps. So appreciated.
I'm glad that you like me content, more on the topics is on the way :)
Oh my god i could go for a whole series on this! I have not found many topics on this!!
One of the best tutorials I’ve seen so far, subscribed for sure and looking forward to learning more!
It would be great to also see how to trigger loading and unloading logic.
Thanks for the idea, yes I’ll make such video as it’s an important part of the optimization.
@@UpsideDownTutorials Looking forward to it.
It's not very difficult but this is just plain brilliant. I've been trying to figure out how to do an optimized open world for years and never thought to load different levels on top of each other. Thank you.
@@UpsideDownTutorials has the video been made yet?,I really want to learn it
I'd just use level streaming volumes. Donno if there are better solutions tho.
Haven't learned anything new, yet I'm not able to create a map. But thumbs up for sharing your knowledge 😉
i love people like you.
I can’t wait to make my open world street game💚
Great tutorial. Thank-you for sharing your knowledge.
Okay...so learning level streaming was essential...nice map man
Just an ideal, please tell me your thoughts, on the possibilities of this within Unreal4. Why have a big map? Why not an entire country on disk, broken up into small chunks, the results would be performance reserved for game play features, instead of having a huge map hogging up memory. Here's how it works: 4 to 8 km maps, when driving in 1st person mode along the roads, you will pass gas stations, etc, then finally an light blue border visible only on the map, thus to allow you to turn around before reaching that point ahead that if you keep driving will lead to a "darker blue" area in which the next 4 to 8km will be loaded, saving to disk, and releasing from memory, the last chunk of which you can return to at any time. This is how I would do it. Thoughts?
Awesome video, easy to follow. Gained a sub!
easy to follow because there is nothing really to follow... it is just a theoretical approach not a "how to" tutorial
Need more of this pls!
Dude, this is really excellent content. Thank you! More like this would be fantastic. Also, please finish that game, because it looks amazing and I want to give you money to play it.:)
Thank you fir the support! I’m working on some exiting content that I hope will come useful for everyone. The game is in progress, I’m just back a bit to the drowning board as I was not very happy with the gameplay design.
Great tutorial, just what I needed.
14:12 you jump-cut over after you pressed enter, hiding that Level_01 did not appear under Persistent Level...
Whatever happened to you for Level_01 to not appear under Persistent Level is happening to me when I make the level- how did you fix it?
I'm "kind of" new to unreal, and ive wanted to make a massive open world for a LONG time. I found your video, and, I was impressed with what you had created, so my creative juices were flowing...but....
As I watch, that black border around your video blocks a lot of the functions you are accessing, and I can't follow that...not blaming you, i know the recording software you use does this, but is there a way you can make a full screen tutorial without the black borders, so that new people can see what you are clicking on?
otherwise though, GREAT TUTORIAL! THANK YOU!
I think most of the viewer here wants to see step by step creating world map not just explaining.
Omg thank u so much I love u, that was just what I looked for :D
Hapoy to help, love u too :P
Nice tutorial :D Thx man right on time :D
Have you ever considered creating a course on Udemy for this subject?
god bless you brother
Loved your video!
Thank you, happy you like it.
can i use this type of thing in multiplayer but i think there would be a two places to be load at same time but it is not a big deal can u help me i am making game in unreal 4 in 2024 because didnt have gpu only have intel processor
goog tutorial. What if i have one big height map? How this fits into this world copositor tool? Can i cut it into chunks and load as sublevels?
ok, nvm. Answer is: yes you can easily do this, just select part of landscape and assign it in world compositor.
Nice, how long did you work on this open work map?
will you cover LOD Proxy maps and what sort of things an artist is allowed to add to them (large low poly meshes, billboarded foliage, simple mats, etc...)
Thank you for the comment. Yes I will do such video. I’m in the making of few more tutorials on the open world topic as there is a lot to cover and also it’s something interesting for many people.
Amazing man!!!!!!!!!!!
Hmm. Could I kitbash a CRPG scene using kits in unreal, and export a very large isometric background image, and paint over it in photoshop?
Please do more, please!!
I’m glad to hear that the video was useful. I’ll make some more on the topic soon ;)
You are great. Your PC specs please:
Greetings. This was very heplful tutoriual. BUt yet i have a question. What if you walk on the plain terrian and there is a distant mountain ahead. Withi this technology, mountain will appear instantly which is not good. Is there any workaround without using fog?
Good video! Just cut instead of the glitch transition, it will look nicer and not be straining on the eyes
Can you please tell how you opened the world settings?I couldn't find it after closing level window after creating level 01
It's inside world setting once you created a level and saved it.
Is this recomended for Multiplayer Open World?
I would say so, in my case it’s a open world map designed for 300ppl at the same time on it.
thank u so much for the tuto this was super helpfull
I'm happy to hear it and I hope you will find more interesting tutorial on my channel.
I love this video, so motivating
Glad you liked it!!
How difficult to implement flights in the open world? When you look at the GTA, it seems like something fairly simple, but it is worthwhile about a specific implementation and many problems immediately arise.
At this point I'd guess a ton of LOD rules and lots of other optimizations.
What specs does your computer have? Prebuilt Pc or diy build? Link?
I assembled it few years back, i7 5820k, 32GB, GTX1080. I’m looking into making sone upgrades so I’ll be getting some of the rtx 3k series and I’ll up on 64GB ram.
Great video :)
Please continue the tutorial really helpful,thank you!
Happy to hear that and yes next one coming is about auto material for terrains and optimizations of terrain materials for huge maps.
Thanks for this tutorial. I am completely new to this and tried building according to your tutorial. Now I am facing a problem: whenever I start up my project it opens a black viewport screen. I then have to open the default "box"/base level where nothing but the floor and actors of that level is visible, until I go to "levels" and "make current" the level I was last working on. Do you have to do this every time you start or is there a setting to make it all automatically visible from the start?
thanks, you should do a Udemy course on this I'd buy it up in a secound.
Really interesting topic!
Did you create all the asset yourself or did you use any marketplace or so?
Ye the topic is huge and very interesting, I’ll be happy to make more videos around it. For the assets I created the majority but there are few marketplace packs also.
@@UpsideDownTutorials Damn, those are really good assets. I'm currently learning to make something similar.
dont work, when i check the world composition box i can create new levels but they dont show up on the levels list =/
Hi, so could I build a map bigger than 20x20 km or 400km2 and the Unreal engine will blend everything together? Or how could I connect 20x20 km maps together let's say 10x 20x20 km map
is this doable in an MMO with other players around? I'm farely new in this, so sry if its a stupid question.
Very interessting thank you but sadly when i close and re open it nearly everything is gone although i exactly made it like in the video. Any tipps?
Hey, thank you for the comment. When the engine is re-opened the levels might be not loaded, you can check this by right clicking and load. Also if it doesn’t show in game you need to add a blueprint node for load level on begin play and load the correct once.
Let me know if that helped.
@@UpsideDownTutorials yes it helped allot thanks i already found out that i need reload it but i will try to create a blueprint now.
i'm not able to input the level_01 after enabling world composition whenevr i am doing create new and naming it as level_01 it doesnt become a level
I think you don't have enabled world composition. It's inside world setting once you created a level and saved it.
Starter content cannot be enabled on the map. I might be late but someone else here said that making a new project without it fixed the issue.
Is it possilbe to make those kind of open world map game in Macbook pro?
Sure, depends on your specs, but even if there is some limitation, you can just skip unhiding everything and work on smaller segments.
I have a question about the OpenWorld stuff in Ue4.
I work also with the UnrealEngine and started a little rashly and worked my way forward and forward...
I have a huge landscape with lots of forests, streets, small villages and everything that goes with them like lanterns, forest paths, benches, little stones and all that small stuff for more realistic looking. Now the problem is that I did NOT work with the level function from the start, but only with culling distane.
I know that this is not good :/
For me, this applies to foliages as well as brushes / fixed objects such as interior fittings etc. In your opinion, is it still possible to divide the huge landscape into levels? With everything that's already placed on it?
Does the engine recognize this and automatically hides the objects standing / placed on it or should I start from the beginning, first divide the landscape in seperat levels and then start building on it? I hope there is a workaround without having to start completely from the beginning. Do you have a tip for me? That would be absolutely amazing!
Of course, I sorted everything very carefully and packed it into folders in the Details tab so that I have an absolute overview. I hope you can give me a tip. Gradually it becomes more and more clear to me that I can't avoid levels in order to make the whole thing perform well.
Best Regards !
very nice sir :)
What might prevent a new level from being created? I have a blueprint saved but nothing added to the level menu. This was after turning on world comp. it worked before.
Yeah world comp on persistent wont let me add sub levels
i made the sublevels and than if i press play it load a view seconds and than im on the thirdperson template but there a lot of golden things without a collision and a tree with collision that stands in the grey building of thirdpersontemplate and a silver gate with golden balls and cubes in there that have a collision and two tunnels with watter and they havent got a collision too and there is beautifull music and you can hear the water, but i didnt have this level and i dont know why its open when i play my sublevels?
that is very scary
and first time i press play it loads a half day and than this level opens and my brain say to me " wtf who hacks your unreal". That is cool but i want to play on my sublevels pls help. I have photos if you dont belive me
Nice tutorial, ive subbed.
Awesome, thank you!
I had a question I've not been able to answer for years now. Say i made a testing only world that would be a separate composition entirely. I use this world to test lighting, animations, game mechanics, etc.
How would i package and transfer those completed items in to the main game composition?
for example I would like to test NPC AI in a blocked out testing world. refine it, package it and transfer it over to the main game. But then if i need to make adjustments i can still do so separately and update the package in the main game.
Is this possible? me being a single person developer this is the only way I can possibly stay organized personally. by building everything separately on a pseudo-workbench and then moving it to the final area for use.
Hey thanks for the question. In the past I’ve approached such cases by creating 2nd project with the same file structure as my main, when a mechanic is done you can use the migrate function in unreal to merge them. Hope that helps ;)
sir Your videos is the best !
But now I stop in the beginning , when I enable World Composition and I try to create a level I can but I can't see in the level window ! so pls give me a little help if is possible . I use Mac studio M1Ultra UE4.27.2
thank you so much
hi, what is the configuration of the pc you use for unreal engine 4?
Hi, thank you for the question:
My Workstation:
► HP Z4 G4 WKS
► CPU: Intel Xeon W-2295, 18 core, 3.0GHz
► RAM: 64GB DDR4 2933
► GPU: NVIDIA Quadro RTX 5000 16GB
► SSD: 1TB
► HDD: 4TB
@@UpsideDownTutorials thank's
soo im trying to make a big map for a multiplayer game.. does this work? as well?
Great!
Thanks!
@9:48 tutorial starts
what are the specs of your computer
hello sir ......
sir can we add two terrain map in one levels just to make large map
You can, but it’s best to have 1 level which will be the container of all the other maps and then each zone (sub-level) to have just 1 terrain. It’s more optimized and also it’s easier for setup.
How long do u think it would take to make a map 3 times this size?
Really depends on the amount of different zones (types of environments) you will have. On the project I’m showing the work on assets for each zone took about 2-3 months and the level design and placement about a month. This was done by 1 person and the zones were pretty small in size each. Some very rough calculations will look this >>> 8 different types of environments + 60 square kilometers of terrain size + gameplay elements and level design >>> about 3 years of work if you have a good idea what you want to do (this is work for 1 person).
Was looking for this kind of tutorial, and saw you post on reddit. Great job !
Thank you! I’m glad it was useful.
How do you add a heightmap to a level with world composition? Or is there a way to take a premade map like from a demo scene and turn that into modular pieces?
How many days wanted to build this city
Hmmm, just for the city I think month and a half. For the full project I show 7-8 months.
@@UpsideDownTutorials so had u done the game fully
And one more question can I make game like GTA 5 because I seen in unreal engine 4 that some places are same like in GTA 5 so tell me.
@@AREA-wc3qm Yes you can make any type of game using Unreal 4, I've worked on a lot of games that are at the moment shipped and 2/3 of them used Unreal.
Hey man am here again;)
Can you tell me from where you where you choosen those materials.
Because am thinking to build some stuffs.
There is Free Software called Terre Sculptor, it is similar to World Machine, World Creator 2 and Gaea.
Wait... 20x 20 km is unreal engines maximum without world composition or with?
it kinda lost me there, probably zoned it out. But as a refrense, my village of Hedgewick is about 1.6 - 2km in size in UE4. I'm guessing that its in the category of unnecessary big?
20x20km is the maximum at the moment. You can always create few maps and have loading between them, but 20x20 is pretty big.
Hi.
Can you show how to create a scary looking forest with snow step by step please?
Thank you for the video idea. It sounds fun, so I’ll make a plan for it. Stay tuned!
Thank you very much! Clear and understandable. I found a lot of new things.
I’m glad that it was useful, thank you for checking my channel and I hope you will find some interesting content in future as well.
@@UpsideDownTutorials Hey man can you tell me how long it took you to make that beautiful map using UE4? I'm just really interested in knowing 🤔.
Christopher M Can’t say for sure, but about 6-7 months and I had some help for small part of the assets.
@@UpsideDownTutorials That's excellent 🤔. I asked because I'm honestly a music artist who also WRITES game concepts, and I'm trying to break into both industries independently and being that my games are shooters I get worried sometimes that my games will take too long to make.
@@UpsideDownTutorials How long do you think a decent shooter will take to develop with this engine?
Clicked so fast!!
subbed! Great Content!
Thank you and welcome to the community!
How long did this project take you? Are you looking to take on any projects in the near future?
could I build maps with a gaming laptop?
Dope !
Great tutorial! How does this work with imported heightmap? I have a 12km2 map.
Thank you, I’ll make a follow up as it’s a bit long to write it down, so you can check it out in few days.
@@UpsideDownTutorials Thank you for ALL your effort, I to look forward to this < an ole Geeezzzer but have a terrain I made in WC2 with tow island on it and would love to know the best practice for spliting that and importing into UE4 and setting up a section over the ocean for a floating island. I did play diablot 2 way way back BUT diablo lost out to Elder Scrolls when Morrowind came out. I'm looking to make an Elder Scrolls, Witcher 3 ish style world for somit to do in my retirement www.dropbox.com/s/5q2vf9crjubl50d/ScreenShot%20%281%29.png?dl=0
Sir , i have a question , does unreal engine takes money to download or its completely free ?? Please reply thanks
It’s free to use and you need to pay % from tour earnings after 100 000$ once your project is published. You can read a bit more on the webpage as they had more in depth info.
This is a really great tutorial. Thank you for sharing. Although I have an issue even when following all your steps. If I exit the Editor and go back into the project later on, The "Enable World Composition" flag is not checked and it's not showing all my levels. If I try to check the box, it tells me "Please save your level to disk before enabling World Composition". What am I doing wrong?
Thanks for the comment, I think what is happening is that once you are inside your project and enable world composition, you need to save the level you are working on as well as the project it self, use save all function from the edit tab.
I actually didn't know about the terrain combined with the levels. Your videos are helpful.
Thanks! If you have any issues or need more details on the topic I’ll be happy to make a follow up tutorial.
Something I have been wondering. I am working on a single player game that takes place primarily in a mansion. However the game has 7 different unique locations (which are all maps I bought from the marketplace) can those same maps be added to the map that the mansion is in? Or do they each have to load individually?
It depends, you can add them as sub-levels the same way I’m showing at the start of the open world tutorial and make different condition for loading from distance, like some volume with blueprint that will load them when needed (for example when player goes inside the volume or open a door, etc.) But if you have linear gameplay and you don’t need to have all the part on 1 level and work seamlessly with no loading screens, the best will be to have them on different levels. For adding a sub-level you just go to levels from the drop down click on add existing and chose the one you need.
Wow thanks a lot man! Are you available for hire?? Right now I am a struggling solo dev but the game is getting to the point where I’ve done everything I can now I need an actual team!! I would love to add you to my team. I will do whatever it takes. Here is the trailer th-cam.com/video/-6ESvLqAvUw/w-d-xo.html. And here is a much longer gameplay video if you’re interested in seeing more th-cam.com/video/bUHAsOJr608/w-d-xo.html
What R your comp. Specs?
The unloading of assets you don't see seems like the way to go but.. it seems a pain to go around your map and do all that work manually. Why isn't there an algorithm that intuitively unloads assets that are not in your line of sight? Seems someone could make a blueprint for that.
hey, thanks. :D
does nasa know you're using their supercomputer
Shhh, I just got in unnoticed;)
LMOA
The Bulgarian flag represents!