How to use sub-levels to better organize your Unreal Engine 3D Environments!

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  • เผยแพร่เมื่อ 6 ก.พ. 2025
  • Learn how to organize your environments better by using Sub-Levels in Unreal Engine.
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ความคิดเห็น • 38

  • @atlanteum
    @atlanteum 9 หลายเดือนก่อน +4

    I spent years looking for the clarity found in this short video. It might be helpful to mention that the Persistent layer sees only one Sublayer deep [it will not load the sublayer OF a sublayer], but other than that, the information & insight you have provided here is pure gold. Thank You -

  • @allanp.2047
    @allanp.2047 ปีที่แล้ว +4

    I have some passion on organizing things kk, was doing on the outliner with folders before, but really liked this method of using layers.

  • @Dhieen
    @Dhieen ปีที่แล้ว +1

    There are some shortcuts: when you select an object in the viewport: M to select its level and be the active one, and when you want to move an object to the active level: ctrl + M
    I always mess my objects when im doing the scene but i clean at the end

  • @ChristopherFranko
    @ChristopherFranko ปีที่แล้ว +2

    So what are the general things you would group together?
    Would you group together… all the doors? Or make a sub level called “walls” or would meshes be a sort of generic level.
    How granular should you go with this level of organization.
    Say I had a 3 story house.
    Would I put each floor on its on sub level?
    I guess what I’m asking is what is a best practice for this? Are there any kind of principles to guide me or like a style guide?

    • @TKEnvironments
      @TKEnvironments  ปีที่แล้ว +1

      I prefer to organize by actor types, for example, architecture, lighting, props, decals, backdrop, blueprints, etc… so it’s easier to toggle things on and off. If you want to toggle parts of the map using blueprints, then you can divide those further too

    • @ChristopherFranko
      @ChristopherFranko ปีที่แล้ว

      that makes sense! tyvm@@TKEnvironments

  • @chagaze7199
    @chagaze7199 5 หลายเดือนก่อน

    just 2 words for showing me this functionnality i didnt know :
    THANK YOU !!

  • @yuezhang5551
    @yuezhang5551 ปีที่แล้ว +1

    Thanks, Thiago, seems we do have to keep up pace with recent UE updates, great tutorial and tips!

  • @mrxcs
    @mrxcs 7 หลายเดือนก่อน

    Well I came for totally different reason, but now I'm buying you course, it's awesome.

  • @mrxcs
    @mrxcs 7 หลายเดือนก่อน +2

    To convert a WP Map to one without it, create a new blank level, copy all the stuff except WP stuff. Update: From 5.3 forward, you can now disable World Partition.

  • @BigbearDev
    @BigbearDev 11 หลายเดือนก่อน +1

    Hi! thank you for the content. 1 question: can we bake light on sub levels? and how we can do it?
    I tried to bake light but every time when finish baking all levels it says that light need to re build but I didn't moved any mesh or light.

    • @TKEnvironments
      @TKEnvironments  11 หลายเดือนก่อน

      It does work, but indeed it gets a bit confusing. If I remember correctly, you have to start the bake at the "persistent level", with all the layers you want to bake visible. The unreal engine manual should have the answer :)

    • @BigbearDev
      @BigbearDev 11 หลายเดือนก่อน

      @@TKEnvironments thanks for reply! You mean I need to make all levels visible and bake light?
      But what if they have different fog , sky light and all other effects?

    • @TKEnvironments
      @TKEnvironments  11 หลายเดือนก่อน

      ​@@BigbearDev Not sure what you are trying to do, but seems like you need to use lighting scenarios. Would be best to post your specific case in the unreal forums and see if someone has a better answer, or read the manual to try to understand each problem you are having one by one and come up with a solution that fits your specific need.

  • @romanbruni
    @romanbruni 3 หลายเดือนก่อน

    super interessante... ! sorrisos desde o Rio

  • @SimonSlav-GameMakingJourney
    @SimonSlav-GameMakingJourney ปีที่แล้ว

    Cool material, is it available anywhere?

  • @YahiyaJasem
    @YahiyaJasem ปีที่แล้ว

    Great video ma man! ,, keep 'em coming!

  • @TzarElemag
    @TzarElemag หลายเดือนก่อน

    When I put the landscape and the foliage in a level like that all of them dissapear.

  • @VISDE
    @VISDE 5 หลายเดือนก่อน

    Hey Im having issue that I cannot create any folder in my sublevel. Never had this issue before, I disable world partition and even try reinstall unreal engine it self, and nothing work. Im using 5.4.4

  • @azizbnb
    @azizbnb 4 หลายเดือนก่อน

    Can it be called in variant manager?

    • @TKEnvironments
      @TKEnvironments  4 หลายเดือนก่อน

      Try it and find out :)

  • @abdallah.3D
    @abdallah.3D ปีที่แล้ว +1

    hello sir. lm really looking forward to get your environment master class.
    do you have any advice for me before getting in to it?❤
    and can I have a mentorship with you in the future?

  • @bobo9159
    @bobo9159 หลายเดือนก่อน

    Thank you; I have now discovered a new feature.

  • @MerlinPerry
    @MerlinPerry 8 หลายเดือนก่อน

    Would this allow you to make multiple section of Foilage with the weight painting control?
    I'm making a large garden with many different and unique areas. I'm having trouble finding ways to make different paintable foliage actors for different parts. Currently doing everything inside just one stand alone foliage actor and I cant seem to find a process where I can have multiple and be able to weight paint them individually.

    • @TKEnvironments
      @TKEnvironments  8 หลายเดือนก่อน

      I have no idea :) I never worked with foliage in Unreal...

    • @MerlinPerry
      @MerlinPerry 8 หลายเดือนก่อน

      No worries thanks anyway!

  • @tylerscott3192
    @tylerscott3192 ปีที่แล้ว

    Does this help with preformace as well?

    • @TKEnvironments
      @TKEnvironments  ปีที่แล้ว

      Depends on how you use it, you can make it worse or better :) With sublevels you can stream parts of the map in and out (which is good for larger maps). Its just a way to organize the level, by itself doesn't have any perf cost (or gain)

    • @tylerscott3192
      @tylerscott3192 ปีที่แล้ว

      @@TKEnvironments yah most of my levels are pretty small. and most of the map can be seen from every area. Can you still break it up or would a portion of the level be blank if you are not in the volume?

    • @TKEnvironments
      @TKEnvironments  ปีที่แล้ว

      @@tylerscott3192 the sublevels have two modes: always loaded or blueprint. If you have always loaded they will always be loaded no matter what. If you choose blueprint then you need to use blueprints to turn on or turn off the level

  • @tylerscott3192
    @tylerscott3192 ปีที่แล้ว

    Hello its me again. Is there a way to do this and have all of your collision on a seperate sub level? if so could you do a tutorial on that too?

    • @TKEnvironments
      @TKEnvironments  ปีที่แล้ว +1

      Hey! I can't see what's different than having only collision or having only lights or having only staticmesh etc... i don't think the system cares. The navmesh stuff will still be in the persistent level though.

  • @degasjan8411
    @degasjan8411 ปีที่แล้ว

    Hi ,will this increase the loading pressure on my game scene?

    • @TKEnvironments
      @TKEnvironments  ปีที่แล้ว +1

      Not by itself, its just a way to organize the work.

  • @larabatech1200
    @larabatech1200 11 หลายเดือนก่อน +1

    tank youuuuuu

  • @VideoMonk.
    @VideoMonk. 11 หลายเดือนก่อน

    THANK YOU SO MUCH