Unreal Engine 4 Tutorial - Level Streaming

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  • เผยแพร่เมื่อ 16 ต.ค. 2024

ความคิดเห็น • 86

  • @DronX_
    @DronX_ 4 ปีที่แล้ว +57

    9:12 make active persistent level, select streaming volume or another object, then Ctrl + M to move to presistent level

  • @Elidarification
    @Elidarification 4 ปีที่แล้ว +18

    Noticed that you made a little cut in the video at 9:10, not sure if you deliberately wanted to showcase this way of moving items to another level, but there's a more convenient way of doing it than Cut-Pasting: having one or several objects selected in the Outliner, go to the Levels panel, Right Click on the desired level and use "Move Selected Actors To Level".
    I'm pretty sure Ryan knows it but not sure why he decided to cut it out :)
    Just a note to the viewers :)

    • @Klash120
      @Klash120 4 ปีที่แล้ว

      I prefer the cut & paste method. I've had instances where UE4 would crash when doing the "Move selected Actors to Level". It's iffy especially if the actors you're moving are also being referenced in a blueprint somewhere. Cutting will break the reference, but in my exp, won't crash.

    • @Elidarification
      @Elidarification 4 ปีที่แล้ว +1

      @@Klash120 Huh, interesting, never occurred for me, but I'll keep that in mind :)

  • @rogeriocostarogeriocostaba7916
    @rogeriocostarogeriocostaba7916 4 ปีที่แล้ว +1

    I was a Cryengine user and have "layers", but didn´t find in Unreal. Now Thanks to you I know where it is and what is called "Level streaming". thank you very much!

  • @omar-elhamedy
    @omar-elhamedy 4 ปีที่แล้ว +18

    Thank You very much Ryan for these amazing tutorials, for a beginner like me I really learned much from you ❤️

  • @VinoVenitas
    @VinoVenitas 8 หลายเดือนก่อน

    Im going to have to practice a bit to get this down, but this was very useful. Thank you

  • @philsadler6665
    @philsadler6665 6 หลายเดือนก่อน

    Oh Man!!! This is so awesome!!! So well explained even I seem to have it working!!! Thanks so very much!!! Instead of a horrible piecemeal of 50 paces, lift, 50 paces, lift, which I saw as the only way to keep down 'load', I can build way more coherent scenes, and provided I deploy interruptions to line of sight, drop the section not in view. Again, Thanks so very much for all your work!!!

  • @stevekoops
    @stevekoops 3 ปีที่แล้ว

    dude i needed this so much! didnt tried it yet. but when i've got my project ready (for asigning these streamingboxes) i'll be back!

  • @FreakSheepVODS
    @FreakSheepVODS 3 ปีที่แล้ว

    man the cutting and pasting saved oure project didnt know that whas possible and tought we needed to sart over because of performance issues added a new presistent level re added the older levels moved some thing from the old main level to the new one and this gave a huge boost in preformance no stuttering anymore

  • @Jofoyo
    @Jofoyo 11 หลายเดือนก่อน

    I've not put it to the test yet, but I've read that the ideal way to use level streaming with your art passes is to separate them into smaller sublevels based on the amount of objects in the level in order to maximize streaming performance and reduce hitching.

  • @1_Man_Media
    @1_Man_Media 4 ปีที่แล้ว +3

    great vid as usual. One thing I would also add, when you made the mistake and put the vol on wrong level as well as the cut and paste you can with actors selected right click the level you wanna move things to in the level window and hit move actors to level. Same shit different smell but I thought I would put it out there :)

  • @ZAPcon
    @ZAPcon 2 ปีที่แล้ว

    Was specifically looking to try and replicate the Destiny / Darksouls level streaming style, so this was perfect to stumble upon. Big thanks! Subbed!

  • @brenolad
    @brenolad 3 ปีที่แล้ว

    Good man Ryan! This is something that's potentially complex to grasp but you made it so easy to follow. Thank you!

  • @johnnizito
    @johnnizito 2 ปีที่แล้ว

    Thanks man, exactly what I was looking for.

  • @OmegaMouse
    @OmegaMouse ปีที่แล้ว

    You can also have way more control over level streaming through blue prints. This way you can create collision choke points and target your loading/unloading with more control.

  • @kimleaming7596
    @kimleaming7596 2 ปีที่แล้ว

    Thank you very much for your detailed explanation. As a newbie, I really needed this. Thanks again!!

  • @MaxPuliero
    @MaxPuliero ปีที่แล้ว

    Thanks!

  • @KENCHISYA
    @KENCHISYA 2 ปีที่แล้ว

    Very easy to understand,thank you~

  • @Arrorasalwareal
    @Arrorasalwareal 3 ปีที่แล้ว

    Thank You very much for these amazing tutorials..

  • @morganwardfilm
    @morganwardfilm 4 ปีที่แล้ว

    Super quick and helpful! Thank you so much man!

  • @Kokuyous3ki
    @Kokuyous3ki 10 หลายเดือนก่อน

    Could have shortened it a lot but you did include sectioning so I forgive you :)

  • @CaptainWeirdBeard1
    @CaptainWeirdBeard1 2 ปีที่แล้ว

    Very helpful! Thank you :)

  • @Krustachu
    @Krustachu 4 ปีที่แล้ว

    Great explanation. Instant sub.

  • @moragna
    @moragna 4 ปีที่แล้ว

    From Fresh Bread Games - thank you! this is wonderful.

  • @unrealengineruseng9583
    @unrealengineruseng9583 ปีที่แล้ว

    Thank you!

  • @gabrielepardi5178
    @gabrielepardi5178 4 ปีที่แล้ว +1

    Straight to the point: thanks

  • @ariondigital8518
    @ariondigital8518 3 ปีที่แล้ว

    Great tutorial, thank you.

  • @dagarcia0MED
    @dagarcia0MED 3 ปีที่แล้ว

    fantastic!!!!! just what I need!

  • @pencilgun4934
    @pencilgun4934 3 ปีที่แล้ว

    Just a quick suggestion for a tutorial. A progress bar for loading things like new levels on loadings screens and such. If you search around you will see no one else has made a tutorial on this so it will be a nice original one for you :-) There are ways to fake it but a real progress bar that shows the actual progress on a game updating / loading in stuff. Would be nice I think. :-)

  • @relaxingtopology256
    @relaxingtopology256 ปีที่แล้ว

    Brilliant!

  • @dogbeard2324
    @dogbeard2324 4 ปีที่แล้ว +1

    Thank you, my lecture powerpoints are not good at explaining, online learning can be difficult lol

  • @metal9lover9maniac
    @metal9lover9maniac 3 ปีที่แล้ว

    I was the 420th like!!! Yay! lol Thanks for this video. You taught me level streaming with your simple example :)

    • @RyanLaley
      @RyanLaley  3 ปีที่แล้ว

      Well done! Glad I can make it clearer for you :)

  • @devilfish8779
    @devilfish8779 2 ปีที่แล้ว

    OMG. this is what i wanted

  • @RomasNoreika
    @RomasNoreika 4 ปีที่แล้ว

    Thank you very much my good Sir. :) And thank you for your time. :)

  • @BelfrostStudios
    @BelfrostStudios 11 หลายเดือนก่อน

    I'm trying to wrap my head around this so my apologies, how would we take a large level that 'pre-exists' and break it up into pieces without creating a new level already? I see you created a 'new' level in the video for the level streaming, but I am confused as to how that can translate to breaking up a large level. (I have a very large level I need to break up and heard from another guy who is mia atm that we can basically take parts of the level like layers and stream it in).

  • @minilabyrinth
    @minilabyrinth 4 ปีที่แล้ว

    Thanks man, exactly what I was looking for. BTW, is there any way to grab the vertices of a level streaming volume and change the shape of the volume? Like to make it a long rectangle for example? I know you can with scale tool, but that scales in both directions which means I have to reposition every time, would be nice to be able to only move one face of a volume (this goes for any volume, not just level streaming ones, I wish we could do that)

  • @darodism
    @darodism 3 ปีที่แล้ว

    LOVE YOU MAN!!! THANK YOU!!!!

  • @SeaOfTorment
    @SeaOfTorment 3 ปีที่แล้ว +1

    Whats the intro song? Or did you make it? o.o

  • @LogicLeoyt
    @LogicLeoyt 4 ปีที่แล้ว

    quick question: can level streaming work just as well as having different maps? if you have a big area and have several streaming levels on it. would it work as fine as if you had each area into it's own level without any level streaming?

    • @YoutubeAccountMan
      @YoutubeAccountMan 4 ปีที่แล้ว

      You'd have loading screens between each level

  • @TheGaminator800
    @TheGaminator800 2 ปีที่แล้ว

    How about a tutorial of a generated level which changes layouts?

  • @MrSmashmasterk
    @MrSmashmasterk 2 ปีที่แล้ว

    Man this is a great tutorial. I wished this was working for 4.27.

    • @RyanLaley
      @RyanLaley  2 ปีที่แล้ว

      Works fine in 4.27

    • @MrSmashmasterk
      @MrSmashmasterk 2 ปีที่แล้ว

      @@RyanLaley Ok Ryan, I missed something. Thank you for your response I will try again.

  • @Xegethra
    @Xegethra 2 ปีที่แล้ว

    I'm a bit stuck. Using level streams is fine, I can use it in a linear sense...but I have a long straight road that has choices in it in the form of tunnels, and the side of the tunnel you enter will determine which scenery you end up in. But I am unsure how to use the streaming for this.
    So, on each side of the road I have a streaming volume, the left one will load in a different road to the right one, the tunnel having a divider to prevent you from swapping volumes. But the problem is at the end of the tunnel. When you come out, you'd have to remain inside a volume for that road to stay....however, the other side of the road needs this too should you have chosen that route. How do I, if I can, destroy or remove the streaming volume that I didn't choose to go through and furthermore replicate the one I did choose to encompass the whole road as opposed to just a side of it?
    I probably didn't explain that very well.
    In short, I want the side of the tunnel you go down, to determine which "location" you end up in and have that choice stick.

  • @ΠαναγιώτηςΜακρυγιαννάκης
    @ΠαναγιώτηςΜακρυγιαννάκης 4 ปีที่แล้ว +1

    very nice ! Is there a way to build lighting only for sublevels because if the level is huge memory isnt enough to build the lighting for the level with all the objects loaded

    • @KDmadness18
      @KDmadness18 2 ปีที่แล้ว

      all the lights have "max draw distance" under performance tab, which is basically the same level streaming method but for lighting

  • @Shrooblord
    @Shrooblord 3 ปีที่แล้ว

    Brill. Thanks a lot.

  • @denberz711
    @denberz711 ปีที่แล้ว

    when I try and load the game up it just goes black when i have 2 levels please help!!!

  • @LDT7Y
    @LDT7Y 3 ปีที่แล้ว

    So my entire world landscape goes in the persistent level? Even if it's huuuuuuuge? Or is it better to have a persistent level, then a level just holding the terrain map for the general area (county, for example), then smaller levels to break up small sections of the county? So there will always be at least 3 levels open - persistent, terrain, minor area map.

  • @uwuqpoioasd2959
    @uwuqpoioasd2959 3 ปีที่แล้ว

    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.
    can someone please help me?
    does it detach these actors from the other levels in any way?

  • @bishop999
    @bishop999 2 ปีที่แล้ว

    Why make a second box? Why not simply extend the existing box into the corridor?

  • @Grimsikk
    @Grimsikk 2 ปีที่แล้ว

    This seems very powerful!
    If I wanted to make an open world game like Wind Waker, with a large ocean separating the islands that have levels, would Level Streaming be the right way to go about it? Would I have just one massive persistent level for my whole game that carries sub levels for each island and dungeon that are streamed in, or is there a better way to go about a game like that?

    • @athradian4752
      @athradian4752 ปีที่แล้ว

      Yes, islands/buildings/etc should be in the persistent level and all smaller things can be streamed in when travelling between the islands

    • @athradian4752
      @athradian4752 ปีที่แล้ว +1

      The man is AWFUL at getting back to people.. Hopefully he changed but i see so many unanswered comments.. Not how a teaching youtube channel should be imo.

  • @IRONFRIDGE
    @IRONFRIDGE 3 ปีที่แล้ว

    Hi Ryan , what would you prefer for a multiplayer Game with more then 8 players and monster ai on a big nature map... level streaming or distance culling volume?

  • @MrWhaleFarmer
    @MrWhaleFarmer 2 ปีที่แล้ว

    Hello! Quick question regarding level streaming. I have 21 levels in my game and the basic rundown of the levels are "explore > solve a puzzle > go to next destination > end level". There are a few levels that are quite large w/ landscapes then some that are small with only 1 building.
    I wanna avoid the "open level" node as sometimes the load times can be too long (especially with the bigger levels). Is it feasible to have 1 persistent level with all the 21 levels as sublevels that can be loaded/unloaded via blueprint? How will this affect load times when loading into that one persistent level?
    Any help on this would be greatly appreciated

  • @darfiss616
    @darfiss616 2 ปีที่แล้ว

    I wonder if xou could use this to mask something. For example, when you're out of the volume and it unloads the actors, there would be a fogwall or something. (thinking about using this for huge landscapes to load and unload mountains etc.)

  • @BenJoee
    @BenJoee 4 ปีที่แล้ว

    Im struggling to find a guide for this anywhere online. Any chance you could make a walkthrough on how to make a multiplayer lobby like fortnite/apex legends where you can see your live character and friend’s characters when they join your session and how to launch it like a battle royal when looking for session

  • @GBTC2011
    @GBTC2011 3 ปีที่แล้ว

    When I put the level streaming volume in the level, I cannot see it. I can only see the gizmo and there is no option in the detail panel to change visibility. I'm working with 4.26

  • @fraydizs7302
    @fraydizs7302 4 ปีที่แล้ว

    If I made an entire section of the world before realizing that I probably should have had it as a streamable section how to I move that entire section of the world into a streamed level?

  • @ty_teynium
    @ty_teynium 4 ปีที่แล้ว

    Yes! Thank you so much for this! I'm currently trying this out! I always wanted to ask is level streaming the same as world composition? Also your voice sounds a bit hoarse, hope you're doing well.

    • @RyanLaley
      @RyanLaley  4 ปีที่แล้ว +1

      World composition is a bit different and how it's used. It's actually the patron voted video to be made this month for them. So Patrons will have world composition this month and then in the future (no ETA) it will be released publicly

    • @ty_teynium
      @ty_teynium 4 ปีที่แล้ว

      @@RyanLaley Also the level streams only when I'm in the volume. Once I step out the other side the level disappears.

    • @Native_Creation
      @Native_Creation 4 ปีที่แล้ว

      @@ty_teynium that's the idea

  • @gamemakerdude
    @gamemakerdude 4 ปีที่แล้ว +2

    Thank you so much for the tutorial! I'm still a little confused about the persistent level. If I have a very large level, would I have to include everything in that one level? I'm probably misunderstanding somewhat. So is level streaming meant to load actors into the level, or load entire sections of the level itself?

    • @YoutubeAccountMan
      @YoutubeAccountMan 4 ปีที่แล้ว

      Yes. You have a massive, empty persistent level. And all of your sublevels are in there

  • @vegitoblue2187
    @vegitoblue2187 4 ปีที่แล้ว +1

    Is it possible to remove the fps drop that happens for a split second when the new level section is loaded in??
    Also what if i have multiple entry points in my game (different sub level has to be loaded in at start)

    • @RyanLaley
      @RyanLaley  4 ปีที่แล้ว

      It's difficult to do (you'll notice this still happens in release AAA titles) one way to mitigate that is have different assets in different streams so you stream in the new area bit by bit as you approach it.

    • @vegitoblue2187
      @vegitoblue2187 4 ปีที่แล้ว +1

      What about multiple entry points?? How do I ensure the right section is loaded. The problem is that the player falls through the ground as the level loads after the player spawns . I currently manually load the section the player spawns in set the player in spectator mode and spawn the player when the level has loaded but I'm stumped with multiple entry points

  • @biggestboolerbaibhav
    @biggestboolerbaibhav 4 ปีที่แล้ว

    Hey man how would I go about doing this for a landscape spline? I have a series of trees that I want in a straight line but I want to unload and load them instead of permanently have them loaded and rely on LODs to help performance

  • @JohnnyBuxton
    @JohnnyBuxton 2 ปีที่แล้ว

    00:37: It's 'Edge-case' Ryan, not Hedge :P

  • @saeedzamani1503
    @saeedzamani1503 11 หลายเดือนก่อน

    Just to remind you
    don't forget level streaming volume only works with CAMERA
    it took two hour for me

    • @screenapple1660
      @screenapple1660 11 หลายเดือนก่อน

      teach me how do it? do you know how to do fade in and fade out level stream?

  • @josephvanwyk2088
    @josephvanwyk2088 3 ปีที่แล้ว

    Can someone please just explain how to level landscapes with ocean. Do you apply your ocean on the persistent level and not on the actual landscape levels? Every tutorial on level streaming somehow forgets to cover this.

    • @RyanLaley
      @RyanLaley  3 ปีที่แล้ว +1

      Put it on the persistent level

    • @josephvanwyk2088
      @josephvanwyk2088 3 ปีที่แล้ว

      @@RyanLaley Thanks. The only thing I find annoying now with this is, you can't sculpt landscape close to the edges of the river/ocean lines. But I guess there is a way around it.

  • @starscream2092
    @starscream2092 4 ปีที่แล้ว

    How does it work for coop games ?

    • @killadamgamer
      @killadamgamer 3 ปีที่แล้ว

      Its the same for everyone

  • @unrealengine2147
    @unrealengine2147 4 ปีที่แล้ว

    ❤️❤️❤️❤️ Thank You ❤️❤️❤️❤️

  • @II-er7gj
    @II-er7gj 4 ปีที่แล้ว

    @
    Ryan Laley - Hi! Nice tutorial! I saw while watching this video that your character was walking through that stones and have no collisions and that is very annoying. I have very bad experience with collisions in Unreal Engine in total. For example - I am making my game I bought characters and then I imported in Unreal Engine and I made AI from them, but my FPS character (like yours in this video) have no collisions - those stones are Static Meshes, but characters are made from Skeletal Meshes and they have no collisions. The weirdest part is that these Static Mesh and Skeletal Mesh collisions depend from Engine version to Engine version - in one versions sometimes Engine automatically are creating all collisions by default, but it is very annoying if there is no collisions at all when Engine for some reason do not create automatically collisions. For example - Static Meshes Trees and foliage - it is very frustrating if characters can go inside in the Tree and hide there inside from another players. I probably found how to add collisions for Static Meshes (SM_) but I for desperate cannot find nowhere in Engine where and how to create collisions for Skeletal Meshes that my FPS or TPS character do not overlap and walking trough another Skeletal Meshes like enemies! The most disturbing part are that if Skeletal Mesh have not collision then cannot kill AI enemy because all bullets are passing trough and does not catch enemy AI. Can you please do complete tutorial about Skeletal Mesh and Static Mesh collisions please or at least explain where and how we can setup collisions for ALL Skeletal Meshes? Kind Regards! :) :) :) :)

  • @mekano6263
    @mekano6263 3 ปีที่แล้ว

    ok so it's used mainly for optimization i think it's mostly used in big games

  • @pondsidestudios
    @pondsidestudios 2 ปีที่แล้ว

    Thanks!