When working with world machine, always try to use custom sizes like 505, 1009, 2017, 4033 and 8129. As for the Z-axis scaling issues, 512m=100 Z-scale in UE. It's unique from the XY scales. So in world machine, if you're project max height is set to 512m, then in unreal, you'd use a Z-scale of 100; to obtain a 1:1 ratio. The formula would be: (WM max height/512)*100=Z-scale in UE. Another example would be that you have a max WM height of 2724m, so in UE it would be: (2724/512)*100 = 532.03125 for a 1:1 scale.
Thanks for the useful info Matt. Andrew next time you use World Machine to demo tiling please use a version of WM that supports tiling... i.e. with a pro license. You could have shown the tile sizes to use are the ones mentioned in the Landscape Technical Guide. Also you could have shown which settings we need to use for overlap etc.
WOrldl machine is a tad expensive compared to l3dt that more or less can do very similar things, www.bundysoft.com/L3DT/downloads/professional.php ,especially INDIE if you make < 250k annualy, world machine is just ridiculously expensive, L3dt pro version is only $149 compared to WM at $299. I"ve never tried either extensively but $35 for indie is amazing and enough for most people I imagine,,a lot cheaper than WM.
@@olaufr THe problem is, what if we used a non standard landscape size, will that definitely cause WC issues ? I had to use 5101 bc of tile sizes I found for SRTM. I've had NO issues in ue4 viewport , but in world comp 'windows' where you can move around tiles as needed, they are 2 areas of overlap, where two tiles are almost twice as big as they should be. What is causing that ? ;)( Its been a yr , hope you are monitoring so I resolve this its rather annoying.
Thank you for the information, Andrew. Alex, please get this World Comp guru for an advanced training stream, particularly multiplayer origin shifting.
Very glad I stuck with this video to the end, bc , for like-forever I"ve thought I was doing something wrong, given the elevation of added adjacent terrain was way off, so ty for clearing that up, and the flatten works OK.
This was the most ADHD lesson I've ever had to sit through. There's a couple good pointers, but most of it is "Don't Panic!" and "Go figure it out"... We're here so you can tell us... Not so we can go watch a second video to "figure it out"...
Yeah, more prep; less random side-comments please. Just, ya know, have a list of points and get to them. This is one of the most complex features of the engine, so the more clearly and organized the presentation, the better.
I hope there is a second run for this topic in the newer version like optimization and limit also for a network multiplayer. that would be nice. but all in all I really enjoy this topic.
I don't get what's happening here.. is the sound off from the video or what? I just see a picture of a slide, people are talking, then everything is out of sync. It's only this youtube video.. ?!
It would be handy if the whole point of this video was creating tileable landscapes in world machine and tiling them in UE4 to actually demonstrate it, instead of saying "go and figure it out".
This was so helpful. Thanks! I would like information on how to properly include adding lights/water and world effected things as opposed to meshes that belong to individual maps. Also how LODs work with each level when they are out of range.
33:00 This gives me crap about the file names when importing tiled maps - I have the right formate - name_Xnumber_Ynumber but REFUSES to import and have tried many variations.
How do I 'stack' sublevels? For example, I've got a huge map that I broke down into multiple 5km x 5km terrain plots in World Creator for different parts of continents. I then created a sublevel for each of these plots connected to the persistent level (like you did in the video), which works great. However, for some of the plots, there are multiple areas that I don't want to load all at once. For example, one plot has a large city in one corner that is arranged over multiple layers as some of it goes underground. When the player is on the highest level, everything in lower levels of the city below them doesn't need to be displayed and vice versa. Do I just create a replica of that terrain plot sublevel and just remove all objects outside of the player's field of vision? If so, how do I then connect that sublevel to the original sublevel in the World Composition grid? The original plot is already surrounded on all sides by other plots.
This needs to be said, as too often , world machine is used when its far from being the only kid on the block. L3DT is another much less expensive app that lets you do the same things basically,and it also has a free version that allows much higher resolutions than WM"s 512- as it allows up to 2048. Its at least an option for much larger worlds, although just like WM, you can't tile in the free version of L3Dt either.
If i right click on my map tiles i do not get the option to add adjecent map tile. The landscape part of the menu is not there. Also when i move my map tiles they all snap back to the center and i have not enabled world origins based or what ever it was called. What did i miss?
I wish there was an easier way to save the entire project. Honestly I'm having issues with that. Like I loaded a blank level but it also came with the table and chairs, I deleted them all, made a whole new map, saved it, and when it opens it's not the map I made, It's just the table and chairs.
hi, why i have to load levels every time when i open ue4 and after when i load levels in which their is player stater is placed it crash every time i can load plz help to solve this issue
Can someone help me? i created several separate projects, then i created a single project and migrated all the others to this single project, they are different levels in a single project now. when I'm in this project at a certain level and I try to delete any actor from the scene, a loading window appears with a phrase "computing references" and below it appears the names of other levels as if they were interconnected. Note: I have actors copied between these levels. another note: when i click on viewer reference i realize they are all interconnected. so after a long time loading this window "computing references" when trying to delete some object, unreal crashes due to lack of memory RAM, and the object I tried to delete does not delete.
Thanks for the tutorial. How do you add actors to the world composition such as a box or a player start? When I attempt to drag in an actor I receive the pop message stating The actor will be placed outside the bounds of the current level. Continue? Then when I play the level the actor falls.
Hey awesome video i am currently working on a Big level using World Composition setted up like in your Video. But for some reason after some time the sublevels started to move all over the map to strange locations this messes up the project and i need to revert those level files everytime to fix the bug.. the interesting thing is that it dont happen everytime and also the level which moves is always different. After some reasearch i found it that this is a ue4 bug ? does anyone had this problem before or knows how to fix this maybe ?
So, through this stream, we've seen the ability to created persistent tile maps. But, is there a way to take a heightmap (let's say the map of West Virginia since it is the smallest state in the nation) and divide them into different tiled maps in the persistent tree?
Is it possible to connect the tiles, so that once you cross over one tile it'll generate the tile on the other side? By this I mean let's say you cross one border, and instead of procedurally generating an infinite number of tiles, it'll generate the tile adjacent to it, infinitely. So the levels will infinitely generate the one it's connected to. Seamlessly generating or simulating a world!
Massive hitches while loading and unloading tiles during level streaming. Does epic plan on doing anything about that? Even 1009 tiles causes unacceptable hitching
Can someone please help me with World Composition. I am trying to add a Marketplace purchased landscape into World Composition, so I can also add a lobby level. Does not work. Once I enable World Composition, the option to ADD EXISTING LEVEL goes away, and I just cannot figure out a way to do it. World Composition > Add a level I already have that's in my Marketplace Library & uploaded into my Project > Lobby Level.
Hello i'm having issues when i try to import tiled landscape from instant terra to ue4. When i choose files, the engine tells me that one file is not square. Where do you think the issues comes from? Thanks in advance.
@@fn_main That's great, thank you for letting me know! I was worried I was going to have an ever expanding list of layers tabs as I did trial and error :)
If I make two pieces of 1K resolution landscape in something like Gaea, can I import them both into ue4 and then merge them together on one landscape without seams?
No. The Levels and all Actors contained within them get shifted towards World Origin only once you (the player!) cross the WORLD_MAX boundary (the large yellow square in the World Composition minimap window). For your information, the maximum world size is 20km in all directions (so +20 km from WO, -20 km from WO, in both X and Y coordinates).
Hello, How are you? how can I create a terrain (map) that has a size of (300 km in X) and (300 km in Y) 300 km wide by 300 km long (90000 km2) and that is playable without problems and has a good resolution in the field. excuse my ignorance
I hoped this training would simply use the UE Landscape features but the sidestep to this other software World Machine lost me good and franckly I'm 30mn in and I have not clue what's going on lol. I'll be reading the documentation, hopefully it's easier to grasp. No offense to Andrew. I've really appreciated his first trainings on Landscapes.
wITH EVERY NEW VERSION YOU MOVE OR DELETE OPTION AND MENUS, SO WHEN LEARNING FROM A TUTORIAL YOU CAN'T FINISH. ie iN WORLD COMPOSITION WHEN YOU RIGHT CLICK ON THE LEVEL THE OPTION TO ADD AN ADJACENT LEVEL DOESN'T EXIST IN VERSION 4.23.1. tHIS IS VERY CONFUSING
I'm still confused. Let's say, I want to create a small city with 5x5 km area with pretty simple terrain (mostly flat and surrounded by mountains and water to provide a reason for "the end of the world" for player). It will have some enterable buildings. No flying allowed, but driving with a car through all the city will be possible. As I understand, UE4 won't be able to deal with such large-ish area in a single level, so I would need composition of levels and choosing optimal section and component sizes for landscape... But what sizes would be optimal for my use case? It would be great to have some kind of a quick start guide for choosing optimal settings for different common use cases or factors, such as - urban city or rural area - has or has no enterable buildings - can be viewed from high above or not (flying) Also, not quite sure about some higher concepts, such as loading vs streaming (at one point they said "a level is loaded and ready to be streamed in" - hm, what's the difference?); how Landscape tiling differs from level tiling in World composition (if I want to import a huge terrain and then later split it into levels that are managed by World Composition), how Level is different from Map etc. And you talk about loading entire levels as generated LODs, but Unreal Landscape docs say that component sections are responsible for LOD loading. That gets confusing - exactly how are landscape LODs related to level LODs in World Composition tool? And what about HLODs? A simple hierarchical diagram (with alternative branches to choose from) and explanations when we should choose which approach might make things much easier.
If you're having to explain the concept of drag, shift, or ctrl selecting, I think your target audience probably should go to a computer class or two before attempting even download UE. Surely the people who watch this have at least a basic grasp of the way levels are constructed, BPs or the likes. What this video showed me was that there is something called World Composition, and it uses landscapes. Oh, I forgot the "you'll be wow'd by this" ability to parent them, and see them move as one. One hour and fifteen minutes to learn precisely that. Come guys, less tell, more show.
Ohh! Were tich gud ingles an wat ctrl do? I ned dev tich i ingles.. Pls ekxpla an tich i to, whet es windews, hew us? Pls elso ekxpla hew breth and giv bird?? Sery i ingles
Im currently working on a spherical open world game, set in the centre of the earth, great fun to make, though unfortunately all the landscape related optimisations are out of the question... Could options like Foliage spawning through materials be extended to work with static meshes in future?
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The lesson is useful, but there is a lot of “water.” I can make a 16 square-mile map out of small pieces of 2 * 2 miles in such a way. I cannot glue the pieces together and I can’t glue it beautifully. There is another way and when I load Level 01 everything works fine, but when I want to download level 2. Terrible happens. Level 1 is replaced by level 2. If it’s not difficult for you, you can tell where there is a complete book or article, how to avoid problems and make high quality level of many pieces of levels that I do in the World Machine
why haven't you guys made something like world machine integrated into UE4? Unity won't do it, in fact there's an asset, that they keep ignoring called Mapmagic, and it's been around a long time but makes using Unity better. UE4 has superior LOD management though so I would rather use that.
Does Epic hire anyone over 30? I have never seen anyone my age, maybe they only let the beautiful people do videos... LOL. HEAR THAT ALEX? Someone called you BEAUTIFUL!
what is it with technology videos meant to teach having a PAIR of annoying talking heads that banter back and forth more then actually discuss what it is they are doing and why. i find these presentation methods irritating, DO IT SOLO, so as not to distract from the core concepts, or distract from the content of guidance, you don't need to make it boring by being solo either, but having him openign his big mouth in the middle of something your trying to explain and getting you off track didn't help anything. and NO it is NOT "cool"
You guys always gloss over important stuff why???? Most of the main concepts have documentation, it's the specifics that have no information out on the web.
Such little preparation and way too much rambling. Sorry, but this could have been cut to 30 minutes if you were better prepared and didn't livestream it. It was helpful but also unnecessarily long and scattered.
Mybe he is a guru....But this have nothing to do with getting started. Make a Level Composition about 5 or 10 Minutes. Show how it works with 2 Level, the most of us know then the rest. You Talk to mutch and make it Profi, but not easy to follow.
Omg I tried to watch this video multiple times and I just can't. So much random side-talking and unnecessary fatuous jokes which are just wasting my time as a viewer... Even 2x speed doesn't help, because you have to separate useful information from idle chatter. Also when the person is showing something and talking on the screen sometimes you see just a frozen static picture. I guess because audio and video are out of sync. It so painfull to watch this video...
When working with world machine, always try to use custom sizes like 505, 1009, 2017, 4033 and 8129. As for the Z-axis scaling issues, 512m=100 Z-scale in UE. It's unique from the XY scales. So in world machine, if you're project max height is set to 512m, then in unreal, you'd use a Z-scale of 100; to obtain a 1:1 ratio. The formula would be: (WM max height/512)*100=Z-scale in UE. Another example would be that you have a max WM height of 2724m, so in UE it would be: (2724/512)*100 = 532.03125 for a 1:1 scale.
Thanks for the useful info Matt. Andrew next time you use World Machine to demo tiling please use a version of WM that supports tiling... i.e. with a pro license. You could have shown the tile sizes to use are the ones mentioned in the Landscape Technical Guide. Also you could have shown which settings we need to use for overlap etc.
This got me off on the right foot, thank you :)
Thanks Matt, I had misplaced my calculations for this from figuring it out last year.
WOrldl machine is a tad expensive compared to l3dt that more or less can do very similar things, www.bundysoft.com/L3DT/downloads/professional.php ,especially INDIE if you make < 250k annualy, world machine is just ridiculously expensive, L3dt pro version is only $149 compared to WM at $299.
I"ve never tried either extensively but $35 for indie is amazing and enough for most people I imagine,,a lot cheaper than WM.
@@olaufr THe problem is, what if we used a non standard landscape size, will that definitely cause WC issues ? I had to use 5101 bc of tile sizes I found for SRTM. I've had NO issues in ue4 viewport , but in world comp 'windows' where you can move around tiles as needed, they are 2 areas of overlap, where two tiles are almost twice as big as they should be. What is causing that ? ;)(
Its been a yr , hope you are monitoring so I resolve this its rather annoying.
Thank you for the information, Andrew. Alex, please get this World Comp guru for an advanced training stream, particularly multiplayer origin shifting.
Is there just a "Make Game" button I can push?
Maybe you can just add that feature?
Oh, snap.
Random game generator button.
Yes there is a actually, it activates brain into exploratory mode ;)
That would take all the fun out of gamedev!
Very glad I stuck with this video to the end, bc , for like-forever I"ve thought I was doing something wrong, given the elevation of added adjacent terrain was way off, so ty for clearing that up, and the flatten works OK.
This was the most ADHD lesson I've ever had to sit through. There's a couple good pointers, but most of it is "Don't Panic!" and "Go figure it out"...
We're here so you can tell us... Not so we can go watch a second video to "figure it out"...
I thought he explained everything step by step very well. He literally showed the window every time he clicked things. Seemed very thorough.
gotta love the engine tho lol
@@NutTapper Oh without a doubt. There is no comparison. I love the Unreal Engine as much as my wife. lol
@@slinkyinteractive3938 lol
Sounds like it's a topic for someone to make a short summary video on. Maybe I will do it one day when I finally finish watching this video.😆
Always love these Live Training videos! Going to be using world composition soon so this was a perfect starter!
imagine how much shorter these would be if they didn't bs the whole time.
Took them 3 minutes just to say "save your level before enabling world comp" wow
Dont watch it then? The info is helpful to some people dumbass.
Seriously dude, it took 20 minutes to tell us not to panic and how to delete 2 maps....
Yeah, more prep; less random side-comments please. Just, ya know, have a list of points and get to them. This is one of the most complex features of the engine, so the more clearly and organized the presentation, the better.
The audio is out of sync with this video....about 5 minutes out of sync....
I don't know why, but I love Andrew Hurley
I hope there is a second run for this topic in the newer version like optimization and limit also for a network multiplayer. that would be nice. but all in all I really enjoy this topic.
I don't get what's happening here.. is the sound off from the video or what? I just see a picture of a slide, people are talking, then everything is out of sync. It's only this youtube video.. ?!
It would be handy if the whole point of this video was creating tileable landscapes in world machine and tiling them in UE4 to actually demonstrate it, instead of saying "go and figure it out".
Does the video/stream lag behind for anyone else?
Caves are often a very important aspect of a game. Do some good cave tutorials.
Caves are a thing of the past! Zelda proved that!!!!!!!!!
That's Caveist.
*Dungeons and Dragons intensifies
Omggg this was so useful, thanks 😍
Very good lesson, plus I like the sense of humor you guys have. "Don't freak out man... I'm freaking out man!" lol
if he says "don't panic " again, I'm gonna freak out
This was so helpful. Thanks! I would like information on how to properly include adding lights/water and world effected things as opposed to meshes that belong to individual maps. Also how LODs work with each level when they are out of range.
Hey guys! Is this preview thing happening only for me? I'm getting video and audio offset for 5 minutes.... :(
Same wth
Me too, but only on Chrome. On Edge it's playing fine apparently...
THIS IS WHAT I NEEDED
CHEERS LADS
f*~%g love those Unreal Engine streams! Awesome! Thank you! Learning alot over here!
It would be nice to get how to use Splines with world Composition streaming levels.
33:00 This gives me crap about the file names when importing tiled maps - I have the right formate - name_Xnumber_Ynumber but REFUSES to import and have tried many variations.
How do I 'stack' sublevels? For example, I've got a huge map that I broke down into multiple 5km x 5km terrain plots in World Creator for different parts of continents. I then created a sublevel for each of these plots connected to the persistent level (like you did in the video), which works great. However, for some of the plots, there are multiple areas that I don't want to load all at once. For example, one plot has a large city in one corner that is arranged over multiple layers as some of it goes underground. When the player is on the highest level, everything in lower levels of the city below them doesn't need to be displayed and vice versa. Do I just create a replica of that terrain plot sublevel and just remove all objects outside of the player's field of vision? If so, how do I then connect that sublevel to the original sublevel in the World Composition grid? The original plot is already surrounded on all sides by other plots.
Did you ever find out how?
@@johnoden137 Nope.
World Composition has been discontinued from what every one has said on discord
I got a problem with world composition. every time I should load tiled map when I open my project.
Did i miss something in the video, where it shows how to make tiled height maps in world machine?
Yes I got lost after that point. They said it's simple but I had a lot of problems doing it even with the full version of World Machine.
he didnt show it. you have to set your tile density and resolution, set a heightmap output, and choose tile build
This needs to be said, as too often , world machine is used when its far from being the only kid on the block.
L3DT is another much less expensive app that lets you do the same things basically,and it also has a free version that allows much higher resolutions than WM"s 512- as it allows up to 2048.
Its at least an option for much larger worlds, although just like WM, you can't tile in the free version of L3Dt either.
I had the same problem. What I did was I manually created tiles, by tuning on grid mode and snapping, and moving the main extents to match it.
If i right click on my map tiles i do not get the option to add adjecent map tile. The landscape part of the menu is not there.
Also when i move my map tiles they all snap back to the center and i have not enabled world origins based or what ever it was called. What did i miss?
I am trying to import a second height map as a adjacment level instead of bringing in a flat surface
I wish there was an easier way to save the entire project. Honestly I'm having issues with that. Like I loaded a blank level but it also came with the table and chairs, I deleted them all, made a whole new map, saved it, and when it opens it's not the map I made, It's just the table and chairs.
hi, why i have to load levels every time when i open ue4 and after when i load levels in which their is player stater is placed it crash every time i can load plz help to solve this issue
Can someone help me?
i created several separate projects, then i created a single project and migrated all the others to this single project, they are different levels in a single project now.
when I'm in this project at a certain level and I try to delete any actor from the scene, a loading window appears with a phrase "computing references" and below it appears the names of other levels as if they were interconnected.
Note: I have actors copied between these levels.
another note: when i click on viewer reference i realize they are all interconnected.
so after a long time loading this window "computing references" when trying to delete some object, unreal crashes due to lack of memory RAM, and the object I tried to delete does not delete.
"You could design the entire world, I dont recommend it" Microsoft flight sim: "Hold my beer"
Where do you bring up the world comp mini tab, cant find it.
This is extremely helpful! Question. If the tile is hidden as show at 59:49 is it also not rendered in game? Thanks!
Hi guys I have a tiled height map that has. 30 tiles and when I put it into world composition and drag it to center ue4 crashes what am I doing wrong
Whether the level can be fit spherical arrangement, such as the production of a planet.
That is way too advanced, Sir!
Okay, big question here: is there a difference between PNG and RAW16 when it comes to heightmaps?
If you dont use the "Add Adjacent Landscape Level" but you load and place a second layer, how do I sculpt over both levels? What do I have to add?
how do you open world composition window?
Can someone tell me how to set levels to and from streamed to always loaded and back? I can't find in the live stream
you can also avoid to add levels as sublevels into WorldComposision by saving the curent level into a folder. :)
Thanks for the tutorial. How do you add actors to the world composition such as a box or a player start? When I attempt to drag in an actor I receive the pop message stating The actor will be placed outside the bounds of the current level. Continue? Then when I play the level the actor falls.
Sounds like you were trying to place it on the wrong grid. You probably should select the right grid first, and make it current, then try again.
I imported the map from wm as tile map but when I tried to sculpt I can't make it seamless.
when i use world composition, only landscape with material and no other meshes the map loads and u get lag, how can we solve this ?
Hey awesome video i am currently working on a Big level using World Composition setted up like in your Video. But for some reason after some time the sublevels started to move all over the map to strange locations this messes up the project and i need to revert those level files everytime to fix the bug.. the interesting thing is that it dont happen everytime and also the level which moves is always different. After some reasearch i found it that this is a ue4 bug ? does anyone had this problem before or knows how to fix this maybe ?
how big typically would one chunk of the map be ?
So, through this stream, we've seen the ability to created persistent tile maps. But, is there a way to take a heightmap (let's say the map of West Virginia since it is the smallest state in the nation) and divide them into different tiled maps in the persistent tree?
The State of Rhode Island and Providence Plantations?
Is it possible to connect the tiles, so that once you cross over one tile it'll generate the tile on the other side? By this I mean let's say you cross one border, and instead of procedurally generating an infinite number of tiles, it'll generate the tile adjacent to it, infinitely. So the levels will infinitely generate the one it's connected to. Seamlessly generating or simulating a world!
srsly, this was priceless. MUCH GOOD, MANY LEARN, SUCH SMART! >-)
Massive hitches while loading and unloading tiles during level streaming. Does epic plan on doing anything about that? Even 1009 tiles causes unacceptable hitching
Can someone please help me with World Composition. I am trying to add a Marketplace purchased landscape into World Composition, so I can also add a lobby level. Does not work. Once I enable World Composition, the option to ADD EXISTING LEVEL goes away, and I just cannot figure out a way to do it. World Composition > Add a level I already have that's in my Marketplace Library & uploaded into my Project > Lobby Level.
Mr. Apps. Make sure your level you are trying to add is in the same folder that you have the persistent level saved in
Hello i'm having issues when i try to import tiled landscape from instant terra to ue4. When i choose files, the engine tells me that one file is not square. Where do you think the issues comes from? Thanks in advance.
Does anybody know how to delete a layer in World Composition? I can't see an option to do this, but surely this is possible?
@@fn_main That's great, thank you for letting me know! I was worried I was going to have an ever expanding list of layers tabs as I did trial and error :)
how much water in this video?
What tile size would you recommend for a top-down rpg, like Path of Exile, D3, etc targeting an average windows PC?
Санек и Андрюха молодцы =)
If I make two pieces of 1K resolution landscape in something like Gaea, can I import them both into ue4 and then merge them together on one landscape without seams?
With World Origin Rebasing enabled will world origin be shifted in game each time my character will move from one tile to another?
No. The Levels and all Actors contained within them get shifted towards World Origin only once you (the player!) cross the WORLD_MAX boundary (the large yellow square in the World Composition minimap window). For your information, the maximum world size is 20km in all directions (so +20 km from WO, -20 km from WO, in both X and Y coordinates).
Hello, How are you? how can I create a terrain (map) that has a size of (300 km in X) and (300 km in Y) 300 km wide by 300 km long (90000 km2) and that is playable without problems and has a good resolution in the field. excuse my ignorance
Make it so when you get further away from something, it's poly count gets reduced
In the tiled landscape method the tiles are greyed out even though i Load them
You need the Pro version of World Machine for tiling.
I hoped this training would simply use the UE Landscape features but the sidestep to this other software World Machine lost me good and franckly I'm 30mn in and I have not clue what's going on lol.
I'll be reading the documentation, hopefully it's easier to grasp.
No offense to Andrew. I've really appreciated his first trainings on Landscapes.
*thanks for the tutorial i enjoyed it ♥*
wITH EVERY NEW VERSION YOU MOVE OR DELETE OPTION AND MENUS, SO WHEN LEARNING FROM A TUTORIAL YOU CAN'T FINISH. ie iN WORLD COMPOSITION WHEN YOU RIGHT CLICK ON THE LEVEL THE OPTION TO ADD AN ADJACENT LEVEL DOESN'T EXIST IN VERSION 4.23.1. tHIS IS VERY CONFUSING
I'm still confused.
Let's say, I want to create a small city with 5x5 km area with pretty simple terrain (mostly flat and surrounded by mountains and water to provide a reason for "the end of the world" for player). It will have some enterable buildings. No flying allowed, but driving with a car through all the city will be possible.
As I understand, UE4 won't be able to deal with such large-ish area in a single level, so I would need composition of levels and choosing optimal section and component sizes for landscape...
But what sizes would be optimal for my use case?
It would be great to have some kind of a quick start guide for choosing optimal settings for different common use cases or factors, such as
- urban city or rural area
- has or has no enterable buildings
- can be viewed from high above or not (flying)
Also, not quite sure about some higher concepts, such as loading vs streaming (at one point they said "a level is loaded and ready to be streamed in" - hm, what's the difference?); how Landscape tiling differs from level tiling in World composition (if I want to import a huge terrain and then later split it into levels that are managed by World Composition), how Level is different from Map etc.
And you talk about loading entire levels as generated LODs, but Unreal Landscape docs say that component sections are responsible for LOD loading. That gets confusing - exactly how are landscape LODs related to level LODs in World Composition tool? And what about HLODs?
A simple hierarchical diagram (with alternative branches to choose from) and explanations when we should choose which approach might make things much easier.
4.17: „It‘s Not real“
Duh it‘s Unreal
Do I need that World Machine to create the map, or can I sculpt directly in UE?
You can sculpt it directly in UE
I dont have that menu how do you get it?
nice this is useful thx
I can't move my tiles like he does at @35:10
Oh you have to load it
If you're having to explain the concept of drag, shift, or ctrl selecting, I think your target audience probably should go to a computer class or two before attempting even download UE. Surely the people who watch this have at least a basic grasp of the way levels are constructed, BPs or the likes. What this video showed me was that there is something called World Composition, and it uses landscapes. Oh, I forgot the "you'll be wow'd by this" ability to parent them, and see them move as one. One hour and fifteen minutes to learn precisely that. Come guys, less tell, more show.
Ohh! Were tich gud ingles an wat ctrl do? I ned dev tich i ingles.. Pls ekxpla an tich i to, whet es windews, hew us? Pls elso ekxpla hew breth and giv bird?? Sery i ingles
Does it work for cities and town
Never mind
Im currently working on a spherical open world game, set in the centre of the earth, great fun to make, though unfortunately all the landscape related optimisations are out of the question... Could options like Foliage spawning through materials be extended to work with static meshes in future?
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Yeyyyy
This Moment when you flex with your slide 0:00
Blew my mind ;)
can u fix the subtitle?
Timestamps?
The lesson is useful, but there is a lot of “water.” I can make a 16 square-mile map out of small pieces of 2 * 2 miles in such a way. I cannot glue the pieces together and I can’t glue it beautifully. There is another way and when I load Level 01 everything works fine, but when I want to download level 2. Terrible happens. Level 1 is replaced by level 2. If it’s not difficult for you, you can tell where there is a complete book or article, how to avoid problems and make high quality level of many pieces of levels that I do in the World Machine
He sounds like Steve-o
Gnarly dewd
So true.
*sees it's andrew hurley* *mad that you can only hit like once*
Why is there so much stuff to panic about in the first place?
Cause is Unreal Engine 4, the pioneers always find problems to get all run in a good way.
planetside 2 is a mmo 8kmx8km map
Outputted "is" a word.
World Machine, World Machine, World Machine lol. I'm trying to use UE4 to create terrain.
why haven't you guys made something like world machine integrated into UE4? Unity won't do it, in fact there's an asset, that they keep ignoring called Mapmagic, and it's been around a long time but makes using Unity better. UE4 has superior LOD management though so I would rather use that.
Does Epic hire anyone over 30? I have never seen anyone my age, maybe they only let the beautiful people do videos... LOL.
HEAR THAT ALEX? Someone called you BEAUTIFUL!
what is it with technology videos meant to teach having a PAIR of annoying talking heads that banter back and forth more then actually discuss what it is they are doing and why.
i find these presentation methods irritating, DO IT SOLO, so as not to distract from the core concepts, or distract from the content of guidance, you don't need to make it boring by being solo either, but having him openign his big mouth in the middle of something your trying to explain and getting you off track didn't help anything. and NO it is NOT "cool"
You guys always gloss over important stuff why???? Most of the main concepts have documentation, it's the specifics that have no information out on the web.
Such little preparation and way too much rambling. Sorry, but this could have been cut to 30 minutes if you were better prepared and didn't livestream it.
It was helpful but also unnecessarily long and scattered.
Mybe he is a guru....But this have nothing to do with getting started.
Make a Level Composition about 5 or 10 Minutes.
Show how it works with 2 Level, the most of us know then the rest.
You Talk to mutch and make it Profi, but not easy to follow.
Omg I tried to watch this video multiple times and I just can't.
So much random side-talking and unnecessary fatuous jokes which are just wasting my time as a viewer...
Even 2x speed doesn't help, because you have to separate useful information from idle chatter.
Also when the person is showing something and talking on the screen sometimes you see just a frozen static picture. I guess because audio and video are out of sync.
It so painfull to watch this video...
can u sync their mouth with the audio ffs?
All over the place and not easy to keep up with at all.
Omg he is chasing his own tail. worst video ever
paragon :(
oh man reed some books. your spiking ooooohhhhhh.... booop ....booooop....booop.
How do you open the "world composition" window? There is no option for it under the window tab or anywhere I looked.
There is a button in the level editor next to "Levels" text.
@@polygonz3113 thanks...this guy says he's going to show how...but doesn't