default landscape as shown like that appears big buts actually not, its designed as an example you can make really large worlds with hieght maps and world partition however in 5.3 its actually kind broken atm. To see actual size of a map click the 4 squares next to the camera icon in the right and your view will be split into 4 panels you can then zoom out and see the ruler, 2km by 2km us the default
@@blackshinobi956 this through me off for a bit too, esp since I started using Gaea, it took me a bit to get the scale right then during play I started falling through the landscape I went back and tested via 5.2 and had no issue , so I looked it up and yeah its supposed to be fixed in 5.4 so well see
My landscape is 10x10km and I am sorting out everything but still PCG for example is really new too and doesn't work well in my landscape with world partition enabled.. but performance is insane with nanite assets and world partition so I'm committed to fix it this week
This is a great tutorial. I know it's not always good to make comparisons, but the other tutorials in this subject failed to communicate this as clearly as you. Or, they randomly leave out important information.
Nice! I only need to figure out my self how to open that map at the right, let me try to gues. Window -> WorldPartition -> World Partition Editor. In case you don't know either.
Very useful and clear content, thanks. It would be great to better understand how HLOD building works. You mentioned distant mountains for example, but it is not clear how you get better performance while still keeping all terrain visible using HLODs.
This video was so helpful, i was wondering though could you use this system to make the map size unlimited and swap to another open world level file seamlessly like have it remember where the player was so they spawn on the new map exectly where they were, in an overlapping open world thats made of multiple levels. can that be a thing? cause that would be a sick tutorial.
Any experience of spawning objects in a world partitioned level? First of all it seems they are not assigned to the cell in which they are spawned so do not spawn/despawn as expected. Also how would you go about spawning an object to a landscape with physics and not having it fall indefinitely when the landscape mesh is despawned due to wp?
Unreal documentarion sucks. Too many important stuff missing. They don't show us how to teletransport player keeping the ground there to receive it. Sometimes even at level start the player starts falling because the level is still loading. My solution was adding a collider plane at spawn or respawn points, with no visible mesh, and disable is spatial loaded. This way we can teleport the player without falling. I face too many crashes at runtime, I still don't trust 100% on world partition. It is amazing but also problematic.
Only one thing I don't super get. I get WP is for bigger open world projects and helps streamline a team working on it. I get that, what I don't get is this: what is the deal with the enable streaming box? I opened up the first person template, and (from what it looks like) World Partition is on, but the streaming box is unchecked. (I'm assuming WP is on because I can't make basic layers, I know for WP you have to make data layers). I guess what i'm trying to ask is what is the relation between the enable streaming tickbox and World Partition itself?
I'm working with a very large level for an aviation-themed cinematic and started to run into performance issues. The map is large so I can create long takes flying at high speed over maps created by importing height maps of the real world. I most likely should have used height maps limited in scale to just the area needed for a specific shot (like a Hollywood background painting), but trying to explore if using WP may get me the same (more or less) benefit instead of starting over. @blackshinobi956 you did an excellent job communicating the fundamentals - so thank you! Earned a sub here and I also dropped you a follow on Twitch.
The problem with world partition is that it is not prepared for multiplayer games. The data layers do not work by client but they work by server, and it is a pity that with the great tool that is world partition they have not thought about the multiplayer side. Nowadays I am forced to use world composition and level streaming to be able to make my multiplayer game.
That was clear explanations, thanks! But at the end I don't understand. How do I keep my landscape visible at far? You showed there is an option for that on each landscape tile so ok I uncheck on every one but what is the point of world partition here? HLOD maybe but same, I still don't understand the use of world partition with landscape. I never saw an open world (even the biggest maps) hidding backgrounds. Maybe I should just create a single landscape always visible and optimized with its LODs, and use world partition for loading/unloading actors only?
Hey Marcapouli, it sounds like you're working on a large map and you want the player to be able to see really long distances. I haven't done something like that yet so I don't have a 100% correct answer, but I think you're on the right path with using HLODs and Data Layers. I believe those systems are tied to World Partition because it solves the issue of file sharing in group projects. In looking at the documentation for Data layers and HLODs, I think you can use them without the World Partition Grid. You'll just have actors associated with data layers that will load in dynamically. Hope this helps! Let us know what solution you find, I'm sure there's more people trying to do something similar
Yeah, that's right. I made the radius very small so we could see the landscape popping in and out. Moving another grid before it was loaded caused the falling animation to trigger briefly resulting in the weird, glitchy look.
so i used the open world map and tested the grid cell preview and saw that parts of the landscape loaded in and out. but when i added another landscape the spatial stuff stopped working on the original landscape that the map started with. everything is always loaded in except for the new island that i made which the spatial streaming works fine on.
This isn't something I've done before, so I am unsure what the issue may be. Sorry I can't be more helpful! From a little bit of research, seems like people have the same issue. I did some chatter around World Partition working better in 5.3, but it can be a hassle to convert a project to a different engine version.
Hello Dronx, I would refer to Epics recommended landscape sizes to determine if you should be using World Partition : docs.unrealengine.com/5.2/en-US/landscape-technical-guide-in-unreal-engine/ It will require you to convert KM to the overall size in vertices (which I don't know how to do yet) but it should give you a good idea of what to use. I'd just be mindful if you already using a system that's working and giving the performance you want to see, just keep going with that. Happy Deving!
Hello, I imported the Gaea landscape to UE5.0, when I activate enable streaming, the models are still there and they do not disappear, what am I doing wrong?
Hey! I'm assuming you're seeing this issue during gameplay. I don't have experience Gaea landscape, but the only thing I can think of is making sure the "is spatially loaded" is enabled on the parts of the landscape you want to be unloaded. Let us know if you find a solution, I'm there's others with the same problem. Good luck!
I tried converting an asset i bought(landscape) and i have an issue with some tiles showing as black and also have a warning about having 2 environnemental lights, i tried deleting one and nothing change any clues?
Hey PeterTremblay3725, I haven't seen this issue, so I am not sure, but I did find this in the forums: forums.unrealengine.com/t/lighting-issue-with-landscape-material/745102 Since it's giving you a lighting warning, I suppose it could related. What is the exact warning? Also, if you bought the landscape asset on the Epic Games store, there's a way for you to comment the issue to the developer. They seem to be generally responsive since it gives them a better reputation when they respond. Let us know if you find a solution!
default landscape as shown like that appears big buts actually not, its designed as an example you can make really large worlds with hieght maps and world partition however in 5.3 its actually kind broken atm. To see actual size of a map click the 4 squares next to the camera icon in the right and your view will be split into 4 panels you can then zoom out and see the ruler, 2km by 2km us the default
Thanks for sharing this!
@@blackshinobi956 this through me off for a bit too, esp since I started using Gaea, it took me a bit to get the scale right then during play I started falling through the landscape I went back and tested via 5.2 and had no issue , so I looked it up and yeah its supposed to be fixed in 5.4 so well see
Very good how to info
My landscape is 10x10km and I am sorting out everything but still PCG for example is really new too and doesn't work well in my landscape with world partition enabled.. but performance is insane with nanite assets and world partition so I'm committed to fix it this week
Excellent no nonsense introduction to the World Partition system ! Thanks for this.
Glad it was helpful!
pretty much all the details needed to learn. Thank you :)
Very very clear explanation of World Partition Tool. Thank you !!!
Glad it was helpful! Thanks for watching!
This is a great tutorial. I know it's not always good to make comparisons, but the other tutorials in this subject failed to communicate this as clearly as you. Or, they randomly leave out important information.
Nice! I only need to figure out my self how to open that map at the right, let me try to gues.
Window -> WorldPartition -> World Partition Editor. In case you don't know either.
Had to figure out world partitions for some Virtual Production work, this was super helpful! Subbed!
Thank you for making this tutorial; it makes it less intimidating for me and I'm more prepared to try it in the future.
Glad this was helpful for you!
Fantastic description - one of the best I've seen. New sub!
Thanks! Glad you found it helpful!
Awesome explainer video man! Thanks for sharing :)
Very useful and clear content, thanks. It would be great to better understand how HLOD building works. You mentioned distant mountains for example, but it is not clear how you get better performance while still keeping all terrain visible using HLODs.
Also looking for better explained HLOD system with world partition
Would be interested in this as well!
there's a 30 minute video about world partition from official unreal channel that explains this very well.
this was super educational thanks! i subbed [=
Thanks for the sub!
Subbed up, great production and instruction!
Awesome video. Love this knowledge format. Subbed.
Thanks for watching!
Thanks for the break down!
This video was so helpful, i was wondering though could you use this system to make the map size unlimited and swap to another open world level file seamlessly like have it remember where the player was so they spawn on the new map exectly where they were, in an overlapping open world thats made of multiple levels. can that be a thing? cause that would be a sick tutorial.
Great stuff as always bruh!! A++ interesting!!
Appreciate it!
Excellent video! Thank you! :D
Any experience of spawning objects in a world partitioned level? First of all it seems they are not assigned to the cell in which they are spawned so do not spawn/despawn as expected. Also how would you go about spawning an object to a landscape with physics and not having it fall indefinitely when the landscape mesh is despawned due to wp?
Unreal documentarion sucks. Too many important stuff missing. They don't show us how to teletransport player keeping the ground there to receive it. Sometimes even at level start the player starts falling because the level is still loading.
My solution was adding a collider plane at spawn or respawn points, with no visible mesh, and disable is spatial loaded. This way we can teleport the player without falling.
I face too many crashes at runtime, I still don't trust 100% on world partition. It is amazing but also problematic.
Good tutorial, thanks!
Only one thing I don't super get. I get WP is for bigger open world projects and helps streamline a team working on it. I get that, what I don't get is this: what is the deal with the enable streaming box?
I opened up the first person template, and (from what it looks like) World Partition is on, but the streaming box is unchecked. (I'm assuming WP is on because I can't make basic layers, I know for WP you have to make data layers). I guess what i'm trying to ask is what is the relation between the enable streaming tickbox and World Partition itself?
Thank you!
thank you
Great info
I'm working with a very large level for an aviation-themed cinematic and started to run into performance issues. The map is large so I can create long takes flying at high speed over maps created by importing height maps of the real world. I most likely should have used height maps limited in scale to just the area needed for a specific shot (like a Hollywood background painting), but trying to explore if using WP may get me the same (more or less) benefit instead of starting over. @blackshinobi956 you did an excellent job communicating the fundamentals - so thank you! Earned a sub here and I also dropped you a follow on Twitch.
I'm glad this was helpful for you! I love aerospace so I'll be checking out your content too!
@@blackshinobi956 Thank you! Looking forward to catching you live. 🙋🏼♂
First brotha I seen explain this type of shit.. instant sub
thanks bro really appreciate
Good video.
The problem with world partition is that it is not prepared for multiplayer games. The data layers do not work by client but they work by server, and it is a pity that with the great tool that is world partition they have not thought about the multiplayer side. Nowadays I am forced to use world composition and level streaming to be able to make my multiplayer game.
What about runtime generating level (actors)
when players are playing wouldnt it not show mountains in the distance though?
world partition disabled on my map
That was clear explanations, thanks! But at the end I don't understand. How do I keep my landscape visible at far? You showed there is an option for that on each landscape tile so ok I uncheck on every one but what is the point of world partition here? HLOD maybe but same, I still don't understand the use of world partition with landscape. I never saw an open world (even the biggest maps) hidding backgrounds.
Maybe I should just create a single landscape always visible and optimized with its LODs, and use world partition for loading/unloading actors only?
Hey Marcapouli, it sounds like you're working on a large map and you want the player to be able to see really long distances. I haven't done something like that yet so I don't have a 100% correct answer, but I think you're on the right path with using HLODs and Data Layers. I believe those systems are tied to World Partition because it solves the issue of file sharing in group projects. In looking at the documentation for Data layers and HLODs, I think you can use them without the World Partition Grid. You'll just have actors associated with data layers that will load in dynamically. Hope this helps! Let us know what solution you find, I'm sure there's more people trying to do something similar
@@blackshinobi956 thank you for your response. I think I'm going with a classic landscape always loaded, I'll see what I can do for actors
What happened at 04:37? How did the player fall off?
Is it because the radius is so small that it didn't load that grid cell?
Yeah, that's right. I made the radius very small so we could see the landscape popping in and out. Moving another grid before it was loaded caused the falling animation to trigger briefly resulting in the weird, glitchy look.
how come the map isnt visible until i press play
thx
so i used the open world map and tested the grid cell preview and saw that parts of the landscape loaded in and out. but when i added another landscape the spatial stuff stopped working on the original landscape that the map started with. everything is always loaded in except for the new island that i made which the spatial streaming works fine on.
This isn't something I've done before, so I am unsure what the issue may be. Sorry I can't be more helpful! From a little bit of research, seems like people have the same issue. I did some chatter around World Partition working better in 5.3, but it can be a hassle to convert a project to a different engine version.
I have a 3.5 kilometers landscape, do you think is a good idea to use world partition for it?
Hello Dronx, I would refer to Epics recommended landscape sizes to determine if you should be using World Partition : docs.unrealengine.com/5.2/en-US/landscape-technical-guide-in-unreal-engine/
It will require you to convert KM to the overall size in vertices (which I don't know how to do yet) but it should give you a good idea of what to use.
I'd just be mindful if you already using a system that's working and giving the performance you want to see, just keep going with that. Happy Deving!
my guy how did you get the world settings in the right bar there mine wont go
ty
Does this work for multiplayer?
Hello, I imported the Gaea landscape to UE5.0, when I activate enable streaming, the models are still there and they do not disappear, what am I doing wrong?
Hey! I'm assuming you're seeing this issue during gameplay. I don't have experience Gaea landscape, but the only thing I can think of is making sure the "is spatially loaded" is enabled on the parts of the landscape you want to be unloaded. Let us know if you find a solution, I'm there's others with the same problem. Good luck!
I tried converting an asset i bought(landscape) and i have an issue with some tiles showing as black and also have a warning about having 2 environnemental lights, i tried deleting one and nothing change any clues?
Hey PeterTremblay3725, I haven't seen this issue, so I am not sure, but I did find this in the forums: forums.unrealengine.com/t/lighting-issue-with-landscape-material/745102
Since it's giving you a lighting warning, I suppose it could related. What is the exact warning?
Also, if you bought the landscape asset on the Epic Games store, there's a way for you to comment the issue to the developer. They seem to be generally responsive since it gives them a better reputation when they respond.
Let us know if you find a solution!
Partition the world...lol dawg...