Unreal Engine 5.3: Landscape Regions for World Partition Setup

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  • เผยแพร่เมื่อ 18 ต.ค. 2024
  • Updated video here: • Unreal Engine 5: Lands...
    A shortish video going over some tests from landscape setup for UE 5.3's World Partition Landscape setup. Utilising different region settings.
    Download Unreal Engine here: www.unrealengi...
    Follow me on instagram: MootzartOfficial

ความคิดเห็น • 39

  • @mootzartdev
    @mootzartdev  10 หลายเดือนก่อน

    Edit: I have added a new Landscape Playlist which has the updated information. Please check it out!
    Notice: I will have to update this video as I have realised that I've not explained this very well. And I have a much clearer understanding of this overall. The setup in this video is still valid. However I will be doing a clearer and more digestible video next. : th-cam.com/play/PL3ARsLzqbjD5DPUR4gMVuiFKxohuYsRR8.html

    • @ProHolmes
      @ProHolmes 8 หลายเดือนก่อน

      Any chance for an update?

    • @mootzartdev
      @mootzartdev  8 หลายเดือนก่อน +1

      @@ProHolmes yes I will do it today and upload later or tomorrow :)

    • @ProHolmes
      @ProHolmes 8 หลายเดือนก่อน

      @@mootzartdev As I undestood there's change is how World partition handles importing huge landscapes roadmap says "splitting the import operation into several successive batches" Would like to hear more about it if possible

    • @mootzartdev
      @mootzartdev  8 หลายเดือนก่อน +1

      th-cam.com/play/PL3ARsLzqbjD5DPUR4gMVuiFKxohuYsRR8.html

  • @suraj.1889
    @suraj.1889 25 วันที่ผ่านมา +1

    This video really helped me, thanks!

  • @mattkimmins7575
    @mattkimmins7575 10 หลายเดือนก่อน +2

    After a fken week of turning the internet upside down trying to find answers I stumble upon this THANK THE GODS LOL.
    Will be sure to share this on discord thank you

  • @nod2715
    @nod2715 11 หลายเดือนก่อน +1

    Thank you! Your video helped me figure it out.

  • @TheMursol
    @TheMursol หลายเดือนก่อน

    Thank you!

  • @Grigga
    @Grigga หลายเดือนก่อน

    What are those purple lines? Do we need them?
    I've been trying to hide them but i don't find any solution...

    • @mootzartdev
      @mootzartdev  หลายเดือนก่อน +1

      Purple line are thr landscape regions. Found within thr landscape actor.

  • @GES1985
    @GES1985 3 หลายเดือนก่อน

    So, correct me if I'm wrong.. I need to make a gigantic landscape, then I can partition it..? Idk why I was thinking I had to make separate landscapes and stitch them together at the edges somehow to make a quilt of a map lol.

    • @mootzartdev
      @mootzartdev  3 หลายเดือนก่อน +1

      Yeah basically WP is better at dealing with single file landscapes as it needs to make it into proxies/tiles etc. It can deal with tiled landscapes but it has to stitch them together before breaking them up again.. So it's more costly to do that currently and leads to more crashes. So avoid the quilt 😂

  • @alexpoc
    @alexpoc 10 หลายเดือนก่อน

    I do have a problem... my proxies do not look like that on map, and my landscape is preloaded and i can no unload it, even if i create proxi from actors it only load and unload foliage and actors but the terain it always stays.... any ideea? what i'm doing wrong?

    • @mootzartdev
      @mootzartdev  10 หลายเดือนก่อน

      Im going to copy my answer to the person below as I wonder if its the same issue.
      Are you adding terrain as a heightmap in the initial setup? Or are you setting up the terrain like me in this video and then adding the heightmap data to it? I've found if you bypass this and use the heightmap in the initialisation of the terrain it causes lots of bugs in 5.3. Which might be the cause of your problems.

    • @alexpoc
      @alexpoc 10 หลายเดือนก่อน

      @@mootzartdev i did not use any heightmap just created a land and sculpted a bit

    • @mootzartdev
      @mootzartdev  10 หลายเดือนก่อน

      Then it must be the values that you used during setup. Have you triple checked that all of the values are the same as the ones in my example?@@alexpoc

  • @sorog.online1378
    @sorog.online1378 8 หลายเดือนก่อน

    hello, interesting video!! Do you know how I can get a single landscape instead of having all the proxy? in the previous version was much easier, i dont like working with regions and proxies, can you help? I cant find information anywhere!
    cheers

    • @mootzartdev
      @mootzartdev  8 หลายเดือนก่อน

      You would have to set the proxy and region settings to match your desired setup.
      So this would mean its based on the amount of components you have that make up your landscape. If you have 8x8 components for example you would have to set your proxy setting to 8. And then the region setting would match that. Then you end up with all components within a single proxy and no regions as it is essentially 'on its own'.
      Its worth testing out and just importing landscapes at various settings to see the effect. Im not sure i would suggest avoiding proxy setup entirely though as its how World Partition loads and unloads tiles for efficiency.
      Hope this helps.

  • @dreadtrain2846
    @dreadtrain2846 9 หลายเดือนก่อน

    For anyone who can't unload - when you create the landscape, make sure the level is totally blank, no lighting or anything until after you actually create it, seems like a bug but that worked for me.

  • @mattkimmins7575
    @mattkimmins7575 10 หลายเดือนก่อน

    @Mootzart Hey so loading them worked at the start now there seems to be a bug were it doesnt unload the landscape tiles anymore even on WP states its not loaded. When you play in the editor those landscapes are perm unloaded but in the editor now they are stuck loaded no matter what you choose. Just wondering if you had the same issue at some point and what was your fix if you have one ?
    Thanks bud!

    • @mootzartdev
      @mootzartdev  10 หลายเดือนก่อน

      Are you adding terrain as a heightmap in the initial setup? Or are you setting up the terrain like me in this video and then adding the heightmap data to it? I've found if you bypass this and use the heightmap in the initialisation of the terrain it causes lots of bugs in 5.3. Which might be the cause of your problems.

    • @mattkimmins7575
      @mattkimmins7575 10 หลายเดือนก่อน

      @@mootzartdev set it up like you

    • @mootzartdev
      @mootzartdev  10 หลายเดือนก่อน

      Sorry i've not been able to recreate this issue after following the method i've shown here. Id have to see exactly what the issue is with your project to work it out i expect. @@mattkimmins7575

  • @XakuyakuWaku
    @XakuyakuWaku ปีที่แล้ว

    Thanks for the vid. I been trying to figure out what exactly the landscape regions were and where they came from, where you set them up and couldnt find anything. Is there any particular rule of thumb that you know of on how to set it up when taking into account the different size resolutions of a heightmap? Or does it make any difference

    • @mootzartdev
      @mootzartdev  ปีที่แล้ว +1

      I think really, its down to how you want to work with the map.. if its a huge landscape then maybe you might want more regions to work on it. And its down to your PC specs. Lower PC specs might in fact need this 100%.. where as beastly machines might be able to handle working on larger scale regions of a map.
      Its a matter of testing.. But essentially, after working on very large maps myself I've learned that you cant always have large chunks open as it becomes populated. So this little tool will be quite useful.
      Hope this helps.

  • @eggZ663
    @eggZ663 ปีที่แล้ว +1

    I find these work for a bit then seem to stop doing anything, have you seen that?

    • @mootzartdev
      @mootzartdev  ปีที่แล้ว +1

      I have seen that. I know exactly what you mean. I've not tested the latest 5.3.1 update to see of they have fixed these types of issue yet. But I found most of the bugs came from importing the heightmap directly. This process i show in the test is the ideal setup at that point in time to avoid those bugs. Where you make a flat terrain first with the correct regions, and then import the heightmap afterwards. Hope this helps.

    • @eggZ663
      @eggZ663 ปีที่แล้ว

      I will try that thanks!@@mootzartdev

  • @thedefaultcube1218
    @thedefaultcube1218 9 หลายเดือนก่อน +1

    bro.. can you explain in simple terms what the number of components i should be using are?
    this is how i understand it now,.. maybe you can point out any mistakes
    firstly i ignore world partition and regions,.. i think of my components as the landscape size,.. as far as im aware the section size and number of sections can be thought of as the " resolution" of that landscape. it is my understanding that components has to do with LODs of the landscape. a smaller" resolution" would stream in and out LODs faster but would require more components and components come at a thread cost to the CPU, unreal recommends no more then 1024 components or 32x32 if im not mistaken
    the partitions are in relation to the components. as in a size of 1 would give you a partition amount equall to the component amount. a choice of 2 would be 1/2 of the components
    and regions are in relation to partitions. to load in and out a chunk of partitions at a time,
    for example
    32x32 components is 1024
    a choice of 2 on partitions would 1/2 the components so you would have a 16x16 or 256 partitions
    a choice of 8 on regions means you have half the partitions so you would get a 2x2 or 4 regions,... enabling or disabling 8x8 or 64 partitions at a time
    it is my understanding that partitions and regions do nothing for the player experience and are a tool for the developer to load in and out assets to make working on the world manageable
    however i dont understand components and how many i should be choosing
    it is also my understanding that the components overlap by 1 pixel each making for the odd size ue5 resolutions,...it just uses a single pixel for each component,... not counting the edges.
    for example if you chose a 2x2 or 4 total components then a 7x7 quad should give you a resolution of 8x8 ( because 7 boxes have 8 verts) making the resolution 16 but minus 1 since we have 1 shared vert. if we choose 2x2 then we would have 14 boxes across with 15 verts giving us a resolution of 30 minus the shared vert making it 29
    my question is how should we determine our component number to begin with and the resolution? is a 1x1 section better for a large open world or a 2x2. am i thinking or partitions and regions correctly?

    • @thedefaultcube1218
      @thedefaultcube1218 9 หลายเดือนก่อน

      i realize now that regions relate to components as well and not partitions. a region can be thought of as a larger partition?
      im confused

    • @mootzartdev
      @mootzartdev  9 หลายเดือนก่อน

      Hello! Next week im going to be redoing this video with a much clearer explanation. It will also cover a lot more stuff.

    • @mootzartdev
      @mootzartdev  9 หลายเดือนก่อน

      Essentially regions (as far as i can tell) are just 'selectors' or 'cursors' for a group of proxies/tiles. Allowing for loading of different areas to be called on with more accuracy. Until more documentation comes we wont know exactly. But it seems they will be useful for optimising the scene later down the line and working on very very large environments. @@thedefaultcube1218

    • @mootzartdev
      @mootzartdev  8 หลายเดือนก่อน

      th-cam.com/play/PL3ARsLzqbjD5DPUR4gMVuiFKxohuYsRR8.html

  • @dreadtrain2846
    @dreadtrain2846 9 หลายเดือนก่อน

    Doesn't work, everything stays loaded. I didn't even use a heightmap, just created a landscape within the editor, imported nothing.

    • @dreadtrain2846
      @dreadtrain2846 9 หลายเดือนก่อน

      Also, Ive used the correct values straight from the Unreal technical landscape size guide. Same result on all recommended landscape sizes I tried, including yours.

    • @dreadtrain2846
      @dreadtrain2846 9 หลายเดือนก่อน

      AAAND it worked on one map lol.

    • @dreadtrain2846
      @dreadtrain2846 9 หลายเดือนก่อน

      Think I figured it out. Do NOT add lighting/sky/etc until AFTER you create the landscape, so weird.

    • @mootzartdev
      @mootzartdev  8 หลายเดือนก่อน +1

      I found that alot of people are loading the proxies via 'selection' rather then regions. If you load anything with selection it is impossible to unload via regions. My new videos showcase this fir visual aid of what i mean :)
      th-cam.com/play/PL3ARsLzqbjD5DPUR4gMVuiFKxohuYsRR8.html@@dreadtrain2846