Really good video, I have been looking on your older videos, since I'm having a big heighmap and one "landscape" is one zone in my game so to say, can't wait for the next video :)
Hello thanks for this tuto, at 2.30, I don't have the world partition setting tabs, my landscape as already a lot of work on it but seems like i didnt activate this properly, can you please help me?
It might surprised you but this info wasn't discussed anywhere, at least when I search for it. I've been searching for something like this for months. I learned this a week ago on my own just experimenting I got stuck in tutorial hell, I'm also half done on the LOD part, wish it had more control though. I'm still missing the HLOD knowledge. I'm looking forward for your HLOD class. Cuz mine is kinda grayed out and when I build HLOD, UE 5.4 just freezes. Data layers doesn't work on landscapes, Kinda wish it does. I need more control on how I load in and load out landscapes and how their LOD changes maybe with a height gradient mask to maintain mountain geometry at a distance. Is it possible to have the same level of control like Data layers but with landscapes?
Im diving deep as I go through it really. So far it seems that landscape and other 'layers' are delt with a bit differently. I think data layers are purely for actors separate to the landscape...buuut. I wont be 120% till i get stuck in. The next 2 videos will cover general/basics for landscape HLOD stuff.
So is the run-time grid based at all on proxies or region sizes? I'm having a hard time understanding the point of proxies in relation to regions. Why would I ever need more than 1 proxy per region? Is it related to the LOD?
Proxies are essentially the landscape tiles themselves. And regions (Location Volumes) are ways of 'managing' large groups of proxies. Runtime settings/grid are basically ways of controlling what is rendered based on a grid from the players/cameras perspective.
@@mootzartdev So when you move, is it unloading/loading a region, a proxy, or an area of the grid around the player? As I understand it, the world partition handles the regions to unload/load the terrain, but the LOD determines within that grid any actors in that area. Is that correct or does world partition do more precise things than just the region? If WP is loading/unloading by region, why do I need more proxies than regions, and if WP is loading/unloading by proxies, why do I need more than 1 region for the world? I did watch all your videos, but I just wasn't completely clear on a few things. Because of that I know exactly how to setup the different proxies and regions. I just don't know why I would choose one option over the other.
@@Phraxas52 you're unloading/loading proxies not regions with the runtime grid. But later down the line the grid would be used for other assets also once they as a setup. These stages are 'simpler' stages of WP setup really. Regions are purely for management for you at this stage. To unload chunks of the map etc. The proxies size etc is based upon the needs of the specific project. The resolution you want vs can get away with will force you to test different setups. There isn't really a specific set up that is perfect for all potential projects. Which is why there are many setup options. Generally more proxies are better to allow more streaming control.. but small maps might not require lots if proxies due to the distance not warranting it.
My ue5 editor crashs with out of gpu vram error. Is it available a way to set when editor is opening, unload all sectors. Or maybe run world partition on editor mode?
There would likely be a command that is possible to do this. But really im not sure if you are stuck in the loop of not being able to open the project.
@@mootzartdev I solved this temporarily but I think it was the best option I can do. Unloaded all sectors, created my landscape as 4 quarter pieces, which is 10x10 km and when I'm working on it, I load the sectors which I just really need. Also I set my scalability settings to lower for working farther from out of VRAM error.
@@moravianlion3108 He probably renders it in 4K and high settings. You mostly wont need more than 60 fps unless you have a battle royale / an open world shooter. Nvidia DLSS, Reflex etc. will help squeezing out more if you need it. Its worth adding those features into your game.
I work with Mootzart, we where testing to see how it would come out, but you are right, the feedback we have had doesnt want burnt/forced subs so we will remove them in future releases. Cheers!
Please make more of these like trees and foliage far away, no one talk about this, so valuable!
Really good video, I have been looking on your older videos, since I'm having a big heighmap and one "landscape" is one zone in my game so to say, can't wait for the next video :)
Cool i learned alot from your old videos too
Im glad to hear that!
What are you using for your water setup ?
very interested in hearing about actual methods like HLODs and etc.. waiting for the new content
Next video should be out pretty soon :) Covering LOD settings/setup first which leads into HLOD's.
really nice explained
Hello thanks for this tuto, at 2.30, I don't have the world partition setting tabs, my landscape as already a lot of work on it but seems like i didnt activate this properly, can you please help me?
How to solve world partition slow? When I run sample city a time I see that.
It might surprised you but this info wasn't discussed anywhere, at least when I search for it. I've been searching for something like this for months. I learned this a week ago on my own just experimenting I got stuck in tutorial hell, I'm also half done on the LOD part, wish it had more control though. I'm still missing the HLOD knowledge.
I'm looking forward for your HLOD class. Cuz mine is kinda grayed out and when I build HLOD, UE 5.4 just freezes. Data layers doesn't work on landscapes, Kinda wish it does. I need more control on how I load in and load out landscapes and how their LOD changes maybe with a height gradient mask to maintain mountain geometry at a distance.
Is it possible to have the same level of control like Data layers but with landscapes?
Im diving deep as I go through it really. So far it seems that landscape and other 'layers' are delt with a bit differently. I think data layers are purely for actors separate to the landscape...buuut. I wont be 120% till i get stuck in. The next 2 videos will cover general/basics for landscape HLOD stuff.
So is the run-time grid based at all on proxies or region sizes? I'm having a hard time understanding the point of proxies in relation to regions. Why would I ever need more than 1 proxy per region? Is it related to the LOD?
Proxies are essentially the landscape tiles themselves. And regions (Location Volumes) are ways of 'managing' large groups of proxies. Runtime settings/grid are basically ways of controlling what is rendered based on a grid from the players/cameras perspective.
@@mootzartdev So when you move, is it unloading/loading a region, a proxy, or an area of the grid around the player? As I understand it, the world partition handles the regions to unload/load the terrain, but the LOD determines within that grid any actors in that area. Is that correct or does world partition do more precise things than just the region?
If WP is loading/unloading by region, why do I need more proxies than regions, and if WP is loading/unloading by proxies, why do I need more than 1 region for the world?
I did watch all your videos, but I just wasn't completely clear on a few things. Because of that I know exactly how to setup the different proxies and regions. I just don't know why I would choose one option over the other.
@@Phraxas52 you're unloading/loading proxies not regions with the runtime grid. But later down the line the grid would be used for other assets also once they as a setup. These stages are 'simpler' stages of WP setup really.
Regions are purely for management for you at this stage. To unload chunks of the map etc.
The proxies size etc is based upon the needs of the specific project. The resolution you want vs can get away with will force you to test different setups. There isn't really a specific set up that is perfect for all potential projects. Which is why there are many setup options. Generally more proxies are better to allow more streaming control.. but small maps might not require lots if proxies due to the distance not warranting it.
My ue5 editor crashs with out of gpu vram error. Is it available a way to set when editor is opening, unload all sectors. Or maybe run world partition on editor mode?
There would likely be a command that is possible to do this. But really im not sure if you are stuck in the loop of not being able to open the project.
@@mootzartdev I solved this temporarily but I think it was the best option I can do. Unloaded all sectors, created my landscape as 4 quarter pieces, which is 10x10 km and when I'm working on it, I load the sectors which I just really need. Also I set my scalability settings to lower for working farther from out of VRAM error.
also what gpu are u using?
RTX 4090
@@mootzartdev Why do you have only 90 fps when running around on empty landscape? Is Unreal so poorly optimized or what?
@@moravianlion3108 He probably renders it in 4K and high settings. You mostly wont need more than 60 fps unless you have a battle royale / an open world shooter.
Nvidia DLSS, Reflex etc. will help squeezing out more if you need it. Its worth adding those features into your game.
why burn in the subtitles when youtube has subtitle functionality? just makes it so people who dont want them cant turn them off
I work with Mootzart, we where testing to see how it would come out, but you are right, the feedback we have had doesnt want burnt/forced subs so we will remove them in future releases. Cheers!
Yeah i agree. We wont be adding them in the future. Thanks for the feedback.
@@mootzartdev well, these hard subs can be kept for main points/tips it just makes it easy to remember stuff.
This shit is too buggy. I'd steer away from using it for a long while more.