2 years later... You are teaching me something I didn't know I needed to learn! Thank you =) Saves on the harder aspects of the 'learning curve'. I'm learning with Unreal 5.3 now. I'll look into this now and try to use it. It seems like it will remove a lot of hassle. (subscibed)
Coupled with Nanite, "world partitioning" brings the big brain LoD system into view quite nicely & easily. Addresses a topic that's been running in the back of my mind for a very long time; thanks for sharing your experience regarding the topic (LoD) using UE5! Good vid!
Does the world partition still allow events to happen outside of the circle? Like if you had an RTS and told units to do a thing where your camera isn't looking at anymore.
@@LOL2YOU I eventually found that you have to select the world partition template right off the bat. If you do ‘new level’ there should be the option for open world and open world blank. I don’t think they are supporting the option to convert yet
Kinda. There are some command that still need to be ran. It's not 100% automatic, there are a few thing that need to be done. But overall from documentation doesn't seem too hard. I will research that and there will be a video on that in the near future.
I'm pretty new to Unreal engine but I have a HUGE problem. After shaping the landscape, saved the project and closed the program and restarted and re-opened it, the world window is no more. I don't know how but it doesn't appear. How can I open it again?
I don't see a checkmark anywhere under world partition. Just a parameter saying {none{ and the commandlet and grid sizes in settings. Did something change recently or do I have to get a plugin or something?
@@sarahlynn7807 You gotta go into tools - convert level - then select the level you want. You can choose to replace the level or keep a copy too after that last step
Can you explain how in some demos the far away terrain is handled, I mean how you can still see distant mountains yet world partition has not loaded ? or is that possible?
I am having issues in 5.0.3 with WolrdPartition and procedural foliage spawners. I'd rather turn the partitioning system off but can't seem to find an option to do so. Is there one?
While riding a horse in a world partitioned map, it despawns both the horse and player, when it reaches its loading range from initial point. I have Is Spatially Loaded disabled for the horse. It still happens. Any idea how to fix that?
Is there a way to import world machine height map set into WP.. i have imported the map it loads the whole map instead of loading nearby based on distance
@@ItsMeBro you mean the world partition grid size ? coz I have a 46x46km landscape but the whole thing loads up when I am in editor view as well. and the command does not work wither. something is not right in what I am doing.
how this new world partition be in multiplayer ? in ue4, if the server and client are on tile 1, and the server walks far enough away to unload tile 1, the client will fall through the tile
hello sir, question: does the resolution of the map still matters when we dont need sublevels anymore? my problem is i got many detailed heightmaps i want to build a giant world with, each is like 4x4km and i aimed for a 30-40x30-40km map in total but i need place to arrange and build the world, its been impossible for me with the old system cuz i needed to lnow where the map needs to be placed b4 even start working on it.. but no for my understanding it doesnt matter anymore so i can add as many heightmaps as i want and rotate scale or delete parts of it as much as i want and create my big world inside of a single level?! if you or some1 else reading this knows a programm where im able to use my heightmaps to create a big continent sized world please tell me! i dont want to use a procedural generated map, cuz i got want to rebuild a real town, unfortunally i cant create my own heightmap and the ones i bought are too small and only parts of my desired region. so i need to work my way around it..
so does this mean that whatever levels i designed in ue4.26 , i can't enable world partition . nanite just messes up the textures for my buildings , rocks and other static mesh. welp guess i'll just wait until ue5 fully releases with the ability for nanite and world partition to not mess up any of our previous ue4 projects
Nanite only works for static objects and static flat materials. Also using ue5 now for actual development is super dumb. Since this is the first early access release. There has never been a perfect first release.
if you're trying to nanite a mesh, it has to be static. No movement at all. If you're trying to nanite something like a rock, go in to the material and disable any world position offset, or pixel depth offset. Those trip up the materials on nanites.
This is why you dont create actual products with early test releases. But use stable builds. Unreal 5 is not out for another year atleast. Its just a test build.
I noticed you edited out exactly how you got that plane that you're tiling. Did you delete the default floor and just make a plane to tile, or did you make a simple, square landscape? Why would you edit out parts of a tutorial?
That is the default floor scaled up and copied a bunch of times. This video is about how to enable WP. So didn't think that copying meshes for 5 minutes would be worth watching. For that I would suggest having a look at my beginners playlist.
I hope in future, when we import terrain with a click of a button it will generate LOW RES version of far chunks of terrains to be replaced when unloading an actuall terrain. For now everything pops in, i need to setup grid size to absurd value to see far distance terrain which makes it pointless sysetm :P
I would add, still very super unuserfriendly. When are they going to make this basic shit easier? Unreal 10? Also I don't understand this appearing and removing objects from view. It's like a feature used in the early 2000s. How does GTA 5 for example constantly have their objects loaded? If you stand on a mountain and look at the city, even in lower detail, everything is still there. It isn't just "blank" - I don't understand why this is a thing in level streaming. Or are they using a different method?
2 years later... You are teaching me something I didn't know I needed to learn! Thank you =) Saves on the harder aspects of the 'learning curve'. I'm learning with Unreal 5.3 now. I'll look into this now and try to use it. It seems like it will remove a lot of hassle. (subscibed)
Coupled with Nanite, "world partitioning" brings the big brain LoD system into view quite nicely & easily.
Addresses a topic that's been running in the back of my mind for a very long time; thanks for sharing your experience regarding the topic (LoD) using UE5!
Good vid!
Does the world partition still allow events to happen outside of the circle? Like if you had an RTS and told units to do a thing where your camera isn't looking at anymore.
Will partition affect all objects in the grids space? (Including actors, foilage, landscape and decals etc. ?)
Maybe it should effect those
Ty learned a lot from the video😀 that's more attractive to learn, instead of reading boring documentation:)
How do you do this will your AI ? Saving and loading all there variables ?
I do not have the option to turn on world partition in either project settings, or world settings. Please help?
same. it's grayed out and says none
@@LOL2YOU I eventually found that you have to select the world partition template right off the bat. If you do ‘new level’ there should be the option for open world and open world blank. I don’t think they are supporting the option to convert yet
@@CommanderColson oh ok I appreciate it
Do this system also generates imposters or hlods automatically
Kinda. There are some command that still need to be ran. It's not 100% automatic, there are a few thing that need to be done. But overall from documentation doesn't seem too hard. I will research that and there will be a video on that in the near future.
can world partition work vertically? like a dungeon crawler type game?
How can i decrease the distance of the loaded props?
change the world partition cell size or decrease the loading range of actors. (located in world settings tab)
I'm pretty new to Unreal engine but I have a HUGE problem. After shaping the landscape, saved the project and closed the program and restarted and re-opened it, the world window is no more. I don't know how but it doesn't appear. How can I open it again?
should be in the top Toolbar. Go to Window and click World Partition
I don't see a checkmark anywhere under world partition. Just a parameter saying {none{ and the commandlet and grid sizes in settings.
Did something change recently or do I have to get a plugin or something?
Please tell me you found a fix!
@@Collas42 Sorry did not solve it.
@@sarahlynn7807 You gotta go into tools - convert level - then select the level you want. You can choose to replace the level or keep a copy too after that last step
Hey just tried it and this does not work with premade large tile maps from the ue4 store?
i get world partition is not enabled for this map not matter what I do even if I created a whole new level ?
It be nice if you could define world partition edges as splines etc to get more accurate with terrain zoning. Important for MMO stuff.
Can you explain how in some demos the far away terrain is handled, I mean how you can still see distant mountains yet world partition has not loaded ? or is that possible?
see city sample demo
I am having issues in 5.0.3 with WolrdPartition and procedural foliage spawners. I'd rather turn the partitioning system off but can't seem to find an option to do so. Is there one?
my player is underground when checking packaged project, but in edior it works fine
The way you pronounce "toggle" is so cute! /lh
Thank you for the tutorial!
While riding a horse in a world partitioned map, it despawns both the horse and player, when it reaches its loading range from initial point. I have Is Spatially Loaded disabled for the horse. It still happens. Any idea how to fix that?
dude i cant get this working with landscape is there a way to do this
Landscapes are a bit messed up at the moment. There are a few issues I have had with them already. I would suggest using multiple smaller landscapes.
@@ItsMeBro dude looking forward to your large landscape tutorial
Это world composition 2.0?😂
mine is grayed out? what does that mean
Is there a way to import world machine height map set into WP.. i have imported the map it loads the whole map instead of loading nearby based on distance
When creating landscape, near the top you can specify cell size.
@@ItsMeBro you mean the world partition grid size ? coz I have a 46x46km landscape but the whole thing loads up when I am in editor view as well. and the command does not work wither. something is not right in what I am doing.
so by the look of the new engine you can still use world comp?
if you try using it, they warn you that it's being phased out and suggest this new technique.
how to add multiples levels in ue5
Why this is so hard to get world partition enabled
does anyone know if world partition is available for mobile?
How to exclude actors/bp from culling?
It would look strange when you see disappearing buildings.
look into hlods
1:23 Those options are gone now. Anyone know where they went?
looking for it aswell
It's gone
how this new world partition be in multiplayer ? in ue4, if the server and client are on tile 1, and the server walks far enough away to unload tile 1, the client will fall through the tile
That would be a good use for a persistent level.
Thanks you so much for the setup
This is so usefullll man
hello sir, question: does the resolution of the map still matters when we dont need sublevels anymore?
my problem is i got many detailed heightmaps i want to build a giant world with, each is like 4x4km and i aimed for a 30-40x30-40km map in total but i need place to arrange and build the world, its been impossible for me with the old system cuz i needed to lnow where the map needs to be placed b4 even start working on it.. but no for my understanding it doesnt matter anymore so i can add as many heightmaps as i want and rotate scale or delete parts of it as much as i want and create my big world inside of a single level?! if you or some1 else reading this knows a programm where im able to use my heightmaps to create a big continent sized world please tell me!
i dont want to use a procedural generated map, cuz i got want to rebuild a real town, unfortunally i cant create my own heightmap and the ones i bought are too small and only parts of my desired region. so i need to work my way around it..
so does this mean that whatever levels i designed in ue4.26 , i can't enable world partition . nanite just messes up the textures for my buildings , rocks and other static mesh.
welp guess i'll just wait until ue5 fully releases with the ability for nanite and world partition to not mess up any of our previous ue4 projects
Nanite only works for static objects and static flat materials.
Also using ue5 now for actual development is super dumb. Since this is the first early access release. There has never been a perfect first release.
if you're trying to nanite a mesh, it has to be static. No movement at all. If you're trying to nanite something like a rock, go in to the material and disable any world position offset, or pixel depth offset. Those trip up the materials on nanites.
@@semmert Opacity mask also doesn't work. At least it did not in the first release.
Has anyone noticed that you can't delete a landscape once it's been created?
Yeah landscapes are messed up right now in many ways. Thats why there is no part 2 from me. I'm waiting for some fixes from epic.
@@ItsMeBro Yeah, Hopefully they fix that soon.
So.... I need to scrap my entire world that I am working on for several months ?
This is why you dont create actual products with early test releases. But use stable builds. Unreal 5 is not out for another year atleast. Its just a test build.
you can convert from world composition to world partition if that's what you're asking.
Nice
I cant even get world partition to work, probably wont be using it for years to come.
I noticed you edited out exactly how you got that plane that you're tiling. Did you delete the default floor and just make a plane to tile, or did you make a simple, square landscape? Why would you edit out parts of a tutorial?
That is the default floor scaled up and copied a bunch of times. This video is about how to enable WP. So didn't think that copying meshes for 5 minutes would be worth watching. For that I would suggest having a look at my beginners playlist.
I hope in future, when we import terrain with a click of a button it will generate LOW RES version of far chunks of terrains to be replaced when unloading an actuall terrain. For now everything pops in, i need to setup grid size to absurd value to see far distance terrain which makes it pointless sysetm :P
thanks
I would add, still very super unuserfriendly. When are they going to make this basic shit easier? Unreal 10? Also I don't understand this appearing and removing objects from view. It's like a feature used in the early 2000s. How does GTA 5 for example constantly have their objects loaded? If you stand on a mountain and look at the city, even in lower detail, everything is still there. It isn't just "blank" - I don't understand why this is a thing in level streaming. Or are they using a different method?
wp.Runtime.ToggleDrawRuntimeHash2D