Large worlds in UE5: A whole new (open) world | Unreal Engine

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  • เผยแพร่เมื่อ 9 ก.ย. 2024

ความคิดเห็น • 298

  • @ctndev
    @ctndev 6 หลายเดือนก่อน +5

    Ver : 5.3
    * World Partition moved to default. You can create level directly like this.
    * Build minimap option moved from console to Build -> Build World Partition Editor Minimap

  • @rickfuzzy
    @rickfuzzy 5 หลายเดือนก่อน +3

    This format is so much better than the webinar format used on other videos

  • @PrismaticaDev
    @PrismaticaDev 2 ปีที่แล้ว +87

    I'm really really looking forward to getting my hands on these tools!

    • @ProrokLebioda
      @ProrokLebioda 2 ปีที่แล้ว

      Aren't those already available in UE5 EarlyAccess ?

    • @PrismaticaDev
      @PrismaticaDev 2 ปีที่แล้ว +10

      @@ProrokLebioda yep, but I mean the Stable version haha. It would be very unwise to migrate a year’s work to an early access :P

    • @ProrokLebioda
      @ProrokLebioda 2 ปีที่แล้ว

      @@PrismaticaDev yeah, that's fair! Especially migrating already existing open world game. That could be a recipe for disaster...

    • @Urammar
      @Urammar 2 ปีที่แล้ว

      Well well, dont you just spring up everwhere

  • @matthorning817
    @matthorning817 2 ปีที่แล้ว +50

    This is groundbreaking. Everytime something about UE5 comes out, I want to know about it. I'm so excited and astonished on what they've accomplished here. Revolutionary, with what this opens up for future creators/developers, I. CAN. NOT. WAIT. to see what beauty envelops from this.
    Kudos Epic engineers!

    • @phosphorus5136
      @phosphorus5136 2 ปีที่แล้ว +1

      The ground broke a long time ago, same with something else that broke from the game devs side

  • @Mark_Bates
    @Mark_Bates 2 ปีที่แล้ว +8

    Very interesting. I have absolutely no idea how to make games but have been playing them since 1990. It’s amazing how detailed everything can be now as in the rules of how the games work behind the scenes

  • @graemepalmer2306
    @graemepalmer2306 2 ปีที่แล้ว +7

    If you are stuck at trying to enable world partion...
    In UE5 Release, World partition is now enabled by default. That is why the option is missing from Project Settings - To enable world partion for your level, use Tools -> Convert Level (it will actually be flagged on by default when you do this.)
    I hope this helps other people who get stumped by the changes and out of date documentation. :)

  • @SycoticSociety
    @SycoticSociety 2 ปีที่แล้ว +28

    My dreams of creating a awesome gaming open world for all of humanity to enjoy just got a little closer. Thank you so much.

    • @rupreeht
      @rupreeht 2 ปีที่แล้ว +2

      please do!

    • @phosphorus5136
      @phosphorus5136 2 ปีที่แล้ว

      What about those who do not identify as humans?
      you biggot

  • @johnoreally4272
    @johnoreally4272 2 ปีที่แล้ว +19

    This is amazing! It just solves so many of my gripes with using sublevels for source control. Also loved the video; super clear explanations with context. This Arran Langmead guy would make a great lecturer!

  • @Unreal4Pro
    @Unreal4Pro 2 ปีที่แล้ว +32

    Can't wait to have a stable ue5 version with proper compilation/file generation issues fixed... I'm really excited to use ue5, but I have to wait a little more until I can really use it.

    • @saakers
      @saakers 2 หลายเดือนก่อน

      Heh, still waiting...

  • @AnasPowerpyx
    @AnasPowerpyx 2 ปีที่แล้ว +243

    Can't wait to see games that make full use of Unreal Engine 5 technologies

    • @rezoamiro9590
      @rezoamiro9590 2 ปีที่แล้ว +1

      Same

    • @kpo1233
      @kpo1233 2 ปีที่แล้ว +9

      Hoping The Suicide Squad Kill The Justice League game and Hogwarts legacy to make use of Unreal engine 5 instead of Unreal engine 4. Rocksteady make their game's graphics look ahead of its time and I'm really curious what they could achieve with Unreal engine 5.

    • @kpo1233
      @kpo1233 2 ปีที่แล้ว +13

      Stalker 2, Blackmyth Wukong, Hellblade 2, Gears 6 are confirmed to be powered by Unreal engine 5.

    • @Hijab_Diffusion
      @Hijab_Diffusion 2 ปีที่แล้ว +2

      @@kpo1233 those game you listed won't fully utilize ue5 due to their game design. None of them are open world.

    • @kpo1233
      @kpo1233 2 ปีที่แล้ว +1

      @@Hijab_Diffusion Not even Stalker 2?

  • @juanjose9686
    @juanjose9686 2 ปีที่แล้ว +37

    Hopefully we see more dynamic and full worlds in next gen.

    • @integralogic
      @integralogic 2 ปีที่แล้ว

      They plan to eventually put everyting in nanite animations particles etc. Ince that gappens these worlds will be more dynamic. As it stands nanite is just used on landscape (for now)
      Maybe UE 5.5 or UE 6.0

    • @pro.giciel9084
      @pro.giciel9084 ปีที่แล้ว

      @@integralogic Nanite is used with static mesh

  • @WilliamFaucher
    @WilliamFaucher 2 ปีที่แล้ว +8

    Ohh this is exciting! Thanks so much for sharing this workflow! Very clear and concise.

    • @magpiebeachresort7687
      @magpiebeachresort7687 2 ปีที่แล้ว

      good for you. my excitement faded when i see those circular bushes. it means they still haven't perfected lighting yet. it's kind of frustrating to create open worlds when the landscape does not bounce light and the foliage is dark as a charcoal.

    • @roendpunt
      @roendpunt 2 ปีที่แล้ว +1

      @@magpiebeachresort7687 i understand what u mean. But remember 'early release' kinda means it stil can go any direction...

  • @wolflight25
    @wolflight25 2 ปีที่แล้ว +38

    Can you listen for events related to unloading of levels so that you can alter data layers while the player isn't looking at them, so that essentially if the player moved away from a location the next time they come back to the same level location, it could have a new data layer loaded on that location?
    Thinking about aging levels behind the player essentially. I guess it would be better if we could get the event for when the level is requested for a load and swap in the new data layer then? So that if you had multiple layers of age, you would have the correct timelines data layer set on entering its preload? Super powerful system, and very well explained. Thanks!

    • @mr.wealthy4597
      @mr.wealthy4597 2 ปีที่แล้ว +7

      did you ever find the answer to this?

    • @Rodutchi
      @Rodutchi ปีที่แล้ว +1

      @@mr.wealthy4597 waiting too :/

  • @spacepirate9882
    @spacepirate9882 2 ปีที่แล้ว +5

    Still no info/progress about landscape.
    What about tiled landscapes that you HAVE to use if your landscape is bigger than the 8192 x 8192 overall landscape resolution limit? What about landscape LOD generation that we got in world composition? How do we keep distant trees while distant landscape tiles are unloaded?

  • @maybeafish6884
    @maybeafish6884 2 ปีที่แล้ว +36

    Could you please do a tutorial on how to use multi-user editing?

    • @shoiko
      @shoiko 2 ปีที่แล้ว +2

      He explained it you all can have the map open and do changes to items. The items are checked out instead of the whole map. The issue right now is that when a artist is in a map they need to check out the whole map. Causing other artist to be locked out of the map. So now with this you check out the item you are using and you commit that item when done. So now you can have multi edits and anyone else in the map can pull down the commited changes while they are still in the map.

    • @LOL1423derp92
      @LOL1423derp92 2 ปีที่แล้ว +5

      use git or any source control

    • @aedelya
      @aedelya 2 ปีที่แล้ว

      yeah tried with multi users, had troubles saving assets as well as serious lag spikes overall with OFPA compared with the "classic" approach on another level from the same project. would love to see a vid or some documentation on how to proceed properly

    • @shoiko
      @shoiko 2 ปีที่แล้ว

      @@aedelya what repository system are you using for the colab?

  • @MaVmAnRoS
    @MaVmAnRoS 2 ปีที่แล้ว +11

    Great evolution with this world partition system over world compo, would have been perfect if it supported 3D grid/cells instead of the traditional 2D one. Would be great for any world kinds those aren't only base on a terrain, like space environments as an example. Hopefully in a next upgrade...

    • @gunstarlol1456
      @gunstarlol1456 2 ปีที่แล้ว +1

      Agreed very much on having 3D grid for partition. Having it only in 2D is very limiting if your world is more vertical than horizontal. Still better than nothing I guess... Lots of games will propably still roll out their own solutions for streaming.

  • @sebscorpion
    @sebscorpion 2 ปีที่แล้ว +8

    I was talking about this kind of features to an Friend. It's took a cantury but finally we can all use such an powerful engine and it's for free. (Till you sell your Products) That is terrific, it's an exiting time for Game Developer and Designer. Unreal makes it real 👍

  • @HondEpic
    @HondEpic 2 ปีที่แล้ว +15

    I understand none of this but still find it fascinating to watch xD

  • @blitzkrieg8172
    @blitzkrieg8172 2 ปีที่แล้ว +9

    They should re-make DayZ in this game engine. Build it from the ground up.

  • @Instant_Nerf
    @Instant_Nerf ปีที่แล้ว +1

    Yes. Thank you epic. This engine is life changing. This engine saved my life.. literally 😢

  • @kevinbittner5069
    @kevinbittner5069 2 ปีที่แล้ว +1

    Awesome Ryan I watched your videos for years glad to see you on the team now

  • @Liquidamp
    @Liquidamp 2 ปีที่แล้ว +2

    Awesome guide thanks for the post.

  • @kaimaiiti
    @kaimaiiti 2 ปีที่แล้ว +8

    Video left me with more questions than answers: How is heightmap terrain handled now? World Origin Shift? Actor Teleportation?

    • @Unrealchristian
      @Unrealchristian 2 ปีที่แล้ว +3

      It should be the same as UE4

    • @CornRecords972
      @CornRecords972 2 ปีที่แล้ว

      None of those things were modified between ue4 and ue5. World origin shift is automatic. Height maps are just applied to terrain like normal.

  • @bryanmurphy9051
    @bryanmurphy9051 2 ปีที่แล้ว +9

    I wonder if these features could be used to recreate some of the features of second life in a modern game engine.

  • @FaddyVFX
    @FaddyVFX 2 ปีที่แล้ว

    Here the community is very supportive, i learned alot, and your channel is no exception, eveey video is a new things to leaen, i wish you successful journey.

  • @JustSuds
    @JustSuds 2 ปีที่แล้ว +9

    I would love to know how to do that human scale debug model spaced even across the world. That would be very handy.

    • @JustSuds
      @JustSuds 2 ปีที่แล้ว +1

      @Sai that makes sense! When I was thinking about it, I was thinking about an actor blueprint with that logic in the constructor. But I couldn't think of how to place them at the correct Z level. Of course you would just use a trace! Thank you!

    • @arens8293
      @arens8293 2 ปีที่แล้ว +1

      Easiest method is to create a static mesh from your character and then use that static mesh within a Landscape Grass Type. Then set the parameters for that mesh as so: Density=0.1, Use Grid=True, Placement Jitter=0, Align to Surface=False. This should create a nice grid pattern like in the video. Be sure to set the End Cull Distance to something reasonable.

  • @RokoDesign
    @RokoDesign 2 ปีที่แล้ว +7

    So interesting! This is the same file structure that massive architectural projects are using for systems partition and project collaboration (XREF)

  • @ff.mychael
    @ff.mychael 2 ปีที่แล้ว +5

    Let's hope for FF VII Remake part 2 with the open world now. God I need to control my hype.

    • @mnomadvfx
      @mnomadvfx 2 ปีที่แล้ว +3

      Open worlds were possible with UE4 going back to the Kite demo in 2015, this is just years more of refinements.
      I'd say though that the sparsity of the FF7 world map is definitely it's biggest problem as a game, though with the limitations with CD data capacity in PS1 days that isn't a great surprise either.

  • @jebelkrong
    @jebelkrong 2 ปีที่แล้ว +2

    Super interesting, thanks!

  • @FlockersDesign
    @FlockersDesign 2 ปีที่แล้ว +3

    mabey fix Procedural Foliage Spawners first befor releaseing these kind of video's its know to big a big problem at the moment and highly needed in openworlds

    • @roendpunt
      @roendpunt 2 ปีที่แล้ว +1

      Also the foliage tool works really buggy at world composition...

  • @redjoker6clans
    @redjoker6clans 2 ปีที่แล้ว

    loved it answered some of my questions but opened up even more haha

  • @Creathrod
    @Creathrod 2 ปีที่แล้ว +3

    Very Nice 👍👊

  • @alexanderkartashov8776
    @alexanderkartashov8776 2 ปีที่แล้ว

    that was fun and kinda exceeded my expectations, was waiting for the release of UE5 like a child ^^

  • @witar.
    @witar. 2 ปีที่แล้ว +1

    World Partition is EXTREMELY buggy right now. I know it's just a beta, but for the system that's get advertized so much i kinda hoped for something more or less working.

  • @SkyShazad
    @SkyShazad 2 ปีที่แล้ว

    This is a very clean and easy to understand Video, even though im not interested in the game side of Unreal 5 as im more interested in making short Film videos, i still thought this was interesting, awesome video

  • @tjrizvi251
    @tjrizvi251 2 ปีที่แล้ว +2

    Damn. Im hyped

  • @lubruz7164
    @lubruz7164 2 ปีที่แล้ว +2

    Very great video! Im trying to do deeper in world creation.

  • @ROSALIEIK
    @ROSALIEIK ปีที่แล้ว +2

    cant make a big map only small 1s ? theres very small max resolution

  • @yuanwan4999
    @yuanwan4999 2 ปีที่แล้ว +2

    Can you share this Moor demo? The Acient Valley is too big to load and try it quickly.

  • @SomeKindOfMattias
    @SomeKindOfMattias 2 ปีที่แล้ว +6

    It still seems a bit unclear how you could have AIs roam and invoke an world partition open world…

  • @ribthiefz8283
    @ribthiefz8283 2 ปีที่แล้ว +7

    Would be nice to have world partitioning fixed so that people can enable it without having to jump through 10 different hoops, hopefully for final release!

  • @kingreyes2086
    @kingreyes2086 2 ปีที่แล้ว

    i have zero understanding of what in the world this guy talking about but i kept watching to the end nonetheless and subscribed.

  • @etherealregions
    @etherealregions 2 ปีที่แล้ว +6

    Is there a way I can make a sphere terrain so I can generate an actual world for a true open world?

    • @GES1985
      @GES1985 2 ปีที่แล้ว +2

      And when the answer is yes, how big of a world can we make? :)

    • @robainscough
      @robainscough 2 ปีที่แล้ว

      Hmmmm … silence, I’m guessing that’s a No … shame, was hoping UE5 could be a platform for a flight simulator … seems that’s still not possible to do real world development in UE5.

    • @etherealregions
      @etherealregions 2 ปีที่แล้ว

      @@robainscough, Yeah no kidding. But I'm sure if we dropped a sphere from blender in and hit it with nanite, and made some sort of C++ is ground function. We would be in business.
      I might try it once I'm done my current multiplayer project . Since I don't think the host sever would like a giant ball in the scene. 🤣

  • @MichaelKocha
    @MichaelKocha ปีที่แล้ว

    Anybody know how well world partition and data layers work in multiplayer games? Specifically listen servers?

  • @InventoryBag
    @InventoryBag 2 ปีที่แล้ว +2

    Will this work for network games?

  • @GamingGOLD47
    @GamingGOLD47 2 ปีที่แล้ว +2

    Amazing!

  • @budgie_exe
    @budgie_exe 5 หลายเดือนก่อน

    Help! I dont have most of these options like the World partition setting in the project settings. Please help!

  • @chorusboy316
    @chorusboy316 2 ปีที่แล้ว +5

    Is the minimap texture something we can export for paintover by artists for use in UI, etc.?

    • @JdotCarver
      @JdotCarver 2 ปีที่แล้ว

      I'm pretty sure that since it is a generated texture, it is probably stored in a local file somewhere.

    • @spacepirate9882
      @spacepirate9882 2 ปีที่แล้ว +2

      Yes, you can open it and use it like any other textures.

  • @Sniper-um4iq
    @Sniper-um4iq 2 ปีที่แล้ว +1

    Great solution for large scale project. Does that mean level instance and packed level instance will steam through world partition, which mean only loaded grid will draw instanced mesh in 1 draw call for each level instanced actor/BP?
    15:38 HLOD
    18:19 Data Layer
    25:30 Level instanced and packed level instanced

  • @michaelvollrath3192
    @michaelvollrath3192 2 ปีที่แล้ว

    I don't typically need open world tools but I love all these advancements!

  • @pierrefauno5309
    @pierrefauno5309 ปีที่แล้ว +2

    you don't say how to create a new big partition map !!!!!!!!! :(

  • @Sarah3D
    @Sarah3D 2 ปีที่แล้ว +4

    Does anyone know how to spawn a character mesh at specific distances across all the level like he has done? The way i currently do it is the same way i spawn foliage. But i dont know if that is the best way to do it ?

    • @kathoden135
      @kathoden135 2 ปีที่แล้ว

      I haven't touched UE5 yet but I think it should have a streaming distance option like in UE4

  • @svart42
    @svart42 2 ปีที่แล้ว +2

    Do you still have to import heightmap chunks or you can import a huge heightmap?

  • @adambenk0
    @adambenk0 2 ปีที่แล้ว +9

    As a jealous Unity developer I wonder, how does Unreal Engine handle floating point errors ? In unity it is common to shift the whole game or the game moves and the player stays. Does unreal have some built in solution for this ? Thanks

    • @stephancoupland1686
      @stephancoupland1686 2 ปีที่แล้ว

      I would like to know the same. I am also a Unity user

    • @LumberingTroll
      @LumberingTroll 2 ปีที่แล้ว

      My understanding is that this is handled by World Partition, and Large World Coordinates, which I believe is using double, instead of float for transform precision.

    • @novadea1643
      @novadea1643 2 ปีที่แล้ว +3

      Yes Unreal Engine has support for moving the world origin. You can have the engine try to handle it automatically be checking Enable World Origin Rebasing in the World Settings or control it yourself from code/blueprint by calling SetWorldOriginLocation eg. when the player is a kilometer away from the origin.

    • @adambenk0
      @adambenk0 2 ปีที่แล้ว

      @@novadea1643 Really jealous :(

  • @ROSALIEIK
    @ROSALIEIK ปีที่แล้ว +1

    world partion is broken now has weird regions instead of cells ?

  • @Rupertboijedi
    @Rupertboijedi 2 ปีที่แล้ว +2

    So you can potentially use world partition for smaller linear levels too? I don't fancy setting up level streaming volumes or triggers anymore lol.

  • @BlackhartFilms
    @BlackhartFilms 2 ปีที่แล้ว +3

    Curious how these tools like OFPA and World Partition works with the foliage tools like foliage painting and PFVs?

  • @LucianoJacomeli
    @LucianoJacomeli 2 ปีที่แล้ว +2

    Tiled landscape don't work! What is the New recommended size for landscape?

    • @spacepirate9882
      @spacepirate9882 2 ปีที่แล้ว

      The problem is not "size" but resolution. A single landscape actor is limited to an overall resolution of 8192 x 8192.
      This means that if you set the scale to 100%, you get a landscape of 8192 x 8192 units, so 8192 x 8192 meters, but you get 1 meter between each vertex of your landscape.
      50% = 4096x4096m but 0.5 meter between each vertex of your landscape.
      If you want your landscape to be 16 384x16 384 m, you have to scale it to 200% but you get 2m between each vertex of your landscape.
      As an exemple, the resolution of The Witcher 3 landscapes is 0.37 cm between each vertex.
      If you want such high resolution for a 8x8 km world, you have to use more than 1 landscape, so tiled landscapes.
      World partition "works" (you can import tiled heightmaps or convert world composition map) with tiled landscapes, except you can't actualy build HLOD for landscape proxies like we do with world composition.

    • @LucianoJacomeli
      @LucianoJacomeli 2 ปีที่แล้ว

      @@spacepirate9882 the convertion of tiled landscape scale to a new and strange resolution. I need to keep 1m resolution, using ue4 was fine use 8x8 tiled with 1009*1009 resolution but on ue5 not.

    • @spacepirate9882
      @spacepirate9882 2 ปีที่แล้ว

      @@LucianoJacomeli Are you trying to convert an existing UE4 world composition level to world partition or importing some tiled heightmaps?

  • @josephvanwyk2088
    @josephvanwyk2088 2 ปีที่แล้ว +3

    Any chance you can show us this from scratch, the workflow process using unreal 5. The other videos are all from U4. From prepping, workflow file system, level setup system/streaming level system, texture streaming for landscape, and please explain what happens when you start adding building and in which every layer/level and how it's separated LOD wise, etc..... Just wish to finally get this under the belt. Also, If I want to do 5 seperate small islands in one game, do I create 5 different U5 project files or does it all go in one? I mean there's only one Persistent level, right? Or can you create more... soooo many questions.....

    • @darkdevilone8613
      @darkdevilone8613 2 ปีที่แล้ว

      Depends on your workflow, you can add one large heightmap, or probably multiple for a giant world. As for the islands thing, they are working on the water/landmasses plugins that work together to make islands. Not a lot of people have messed with UE5 yet and there's a lot of new ways to do things and no one knows what will be added/complete in full release. So it's best just to play with early access to find out more

  • @PastorSkeptic
    @PastorSkeptic 2 ปีที่แล้ว

    Nice 4k render resolution. Thanks!

  • @a552bcx
    @a552bcx 2 ปีที่แล้ว

    i don't know how they do it, but im astonished how they can create a city the size of new york, then zoom down to an apartment then inside of a building with detailed furnitures. this probably took a team of hundreds of people 2 or more years to accomplish including DEBUGGING. running a character through every part of the world to see if they would get stuck and would never get out must have been a headache

  • @ahmetardaedogan6697
    @ahmetardaedogan6697 2 ปีที่แล้ว +2

    I want to learn how climbing system of echo works in first ue5 ps5 showcase

  • @randomancy
    @randomancy ปีที่แล้ว

    Using 5.1.1, How do I update the partition to use a new landscape, and how do I update the Minimap? I have opened a new level - Open World, which has world partition and minimap enabled, and I add a new landscape, but I do not see how to set up their world partition, the ability to load in and out, nor the ability to display the map on the minimap

  • @claytonpaterson4414
    @claytonpaterson4414 2 ปีที่แล้ว

    Great explanation of usage

  • @kadirsugar7894
    @kadirsugar7894 2 ปีที่แล้ว +2

    Hey unreal, i love you😚

  • @KhaosKeith
    @KhaosKeith 2 ปีที่แล้ว +2

    gaaaaaaah theres so much about this tech video I love. I cant WAIT

  • @user-to4eb5eo2o
    @user-to4eb5eo2o 8 หลายเดือนก่อน

    Thank you very much for sharing! But have you ever encountered the problem of the data layer being unable to save actors that have been migrated into the data layer during the production process? This is very important to me! Thank you!

  • @BaseRealityVR
    @BaseRealityVR 2 ปีที่แล้ว +1

    did you manually place all those actors in the scene or did you use some procedural placement system ?

  • @FreeD00M
    @FreeD00M 11 หลายเดือนก่อน

    If i change the position of an object at runtime, does it also automatically reassign to the new gridsection?

  • @naffer3280
    @naffer3280 2 ปีที่แล้ว

    hi, big question for me, how much RAM u have, and how much UE5 eats with a scene of these ?

  • @overdrive7349
    @overdrive7349 2 ปีที่แล้ว

    We've all wanted to create our own world to play in, and now we can!

  • @pawpotsRS
    @pawpotsRS 2 ปีที่แล้ว

    check-out each asset in world outliner is a huge huge improvement when in collab works. cool!!!

  • @lukasschulz9567
    @lukasschulz9567 2 ปีที่แล้ว +5

    About that little mannequin for scale feature... mind sharing that?
    That's incredibly smart and something I've been wishing for.

    • @dronaroid
      @dronaroid 2 ปีที่แล้ว

      you're better off just making your own scaled model in blender and exporting it, as that'll be whatever exact height you want. doesn't even need to be a mannequin

    • @lukasschulz9567
      @lukasschulz9567 2 ปีที่แล้ว +2

      @@dronaroid And you want me to place it how exactly? With a procedural foliage volume? It looked somewhat dynamic in the video, but of course might just have been spawned beforehand.

    • @Bob3D2000
      @Bob3D2000 2 ปีที่แล้ว

      You can just use any low-poly human model; it doesn't have to be the one he uses.

    • @lukasschulz9567
      @lukasschulz9567 2 ปีที่แล้ว +5

      @@Bob3D2000 Neither of you two grasped my point.

    • @Zondac
      @Zondac 2 ปีที่แล้ว

      You mean scattering meshes around your level?

  • @andreasyono7116
    @andreasyono7116 2 ปีที่แล้ว

    i have a question how did you place the size Preferences (character) in your map? without placing them by hand? sorry maybe its a noob question but cant finde any guide for that

  • @magegames6202
    @magegames6202 2 ปีที่แล้ว

    What are your PC specs as far as CPU GPU and ram I open the open world pre made level and only get 12 fps when I add my landscape material on a gtx 1050ti 4gb with an i7 and 32 ram I know my GPU needs an upgrading just curious about your set up and how your world looks so smooth

  • @gtgamewizard
    @gtgamewizard 2 ปีที่แล้ว +3

    Is this test world available as a sample project somewhere?
    Would be great to actually get our hands on this and dig around. :)

    • @tuneboyz5634
      @tuneboyz5634 2 ปีที่แล้ว

      hello itty bitty boi

  • @ChaojianZhang
    @ChaojianZhang 2 ปีที่แล้ว +1

    12:45 Convert from World Partition
    12:57 Minimap command

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      16:40 HLOD Gen commandlet

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      27:13 Don't quite see the difference between packed level instance and (non-packed) level instance?

    • @ChaojianZhang
      @ChaojianZhang 2 ปีที่แล้ว

      27:58 So world composition is about to remain in UE5 instead of becoming obsolete? Earlier early release notes mentioned it will be replaced.

  • @Huguito
    @Huguito 2 ปีที่แล้ว +1

    Maybe it is going to work like java chunks?

  • @saakers
    @saakers 2 หลายเดือนก่อน

    This would be great if hlods wasn't still broken almost THREE YEARS after release

  • @__-tz6xx
    @__-tz6xx 2 ปีที่แล้ว +2

    How do you handle teleporting the player when using World Partition? Should I set all of my actors which have interaction logic and changes the state of the game and saves/loads to be always loaded?

    • @kvickart
      @kvickart 2 ปีที่แล้ว +2

      The streaming cells can be loaded based on whether an actor is a streaming source(players are streaming sources by default), you can just add a streaming source component onto an actor in the region when you want it to be pre-loaded and then teleport once the load is done. I think access to the dispatcher for when levels cells are loaded is only available in C++ in the current EA release

    • @DCVolo
      @DCVolo 2 ปีที่แล้ว

      Or since everything is an actor, why not teleporting the player to an actor's location?

  • @bra5081
    @bra5081 2 ปีที่แล้ว +3

    I haven't been doing Unreal Engine stuff for a while. I wonder what versioning system they are using. With git, check out means discarding changes

  • @Preirin
    @Preirin ปีที่แล้ว

    Hmm. I don't seem to have an external actors box in either my 5.1 or 5.0.3

  • @pto2k
    @pto2k 2 ปีที่แล้ว

    Hi @UnrealEngine ,
    A question related to the World Partition and One File Per Actor features.
    Say I have 2 map both based on World Partition, how could I migrate the content in one map to another while maintain all actor reference on blue print classes?
    The scenario is that different groups started working on these maps, and later they decided the content needs to be combined into one single map.
    Basic Copy and Paste works fine on transferring static meshes to different levels, but with blueprint reference, they are lost upon copy/paste. Is there any solution/tool for this need?
    Thank you.

  • @aresaurelian
    @aresaurelian 2 ปีที่แล้ว

    Well done. I approve of this. Thank you.

  •  2 ปีที่แล้ว +1

    Does this workflow translate to full planetary/spherical maps?

  • @chaotickreg7024
    @chaotickreg7024 2 ปีที่แล้ว

    Him: All new feature in Unreal Engine 5: Your wildest dreams come true!
    Me: Cool, can't wait for release.

  • @akshays4709
    @akshays4709 2 ปีที่แล้ว

    Hi...can anyone advice which desktop pc can be bought to use Unreal Engine 4,5 as my laptop is old and iam getting a gpu 5 not compatible..i think due to intel graphics card

  • @Pahi
    @Pahi 2 ปีที่แล้ว

    At 5:08 how do you add that reference to the map?

  • @roastman9753
    @roastman9753 2 ปีที่แล้ว +10

    Nobody:
    Danny Devito: "So anyways, I started rebuilding Earth..."

    • @mnomadvfx
      @mnomadvfx 2 ปีที่แล้ว

      Has he narrated another film other than Matilda?

  • @viktordefy8238
    @viktordefy8238 9 หลายเดือนก่อน

    Why I don't have buttons in up of the viewport (like Activate Landscape Editing Mode, Activate Foliage Editing Mode, Activate Mesh Painting Editing Mode, Activate Fracture Editing Mode, Activate Brush Editing Mode) ?

    • @viktordefy8238
      @viktordefy8238 9 หลายเดือนก่อน

      ok I found it. - it was in roll up bar named selection.

    • @viktordefy8238
      @viktordefy8238 9 หลายเดือนก่อน

      Now I cannot found "source control" and "columns" in settings.

  • @doug8232
    @doug8232 2 ปีที่แล้ว

    This should cover landscapes, RVTs. I'm having so many problems actually building the world in parts.

    • @ian-sabino
      @ian-sabino 2 ปีที่แล้ว

      How big is the map you are working on?

  • @felixmikolai7375
    @felixmikolai7375 2 ปีที่แล้ว

    what impact does the new system got on the problem with map resolution? doesnt matter anymore that we only can use max 8x8km sized maps?

  • @propjam2
    @propjam2 ปีที่แล้ว

    A question, is it possible to make a map the size 200 miles squared? (not KM. miles)

    • @avistryfe4534
      @avistryfe4534 11 หลายเดือนก่อน

      Sure. You will need an insane amount of ram to utilize it tho. Just building hlod on the landscape 4x4km is using up 100-110g of ram.
      Maybe there is some other way but feels like landscape once youve made changes to it will destroy your ram usage. Probably best to build ur world base in a different program and import

  • @nightwolf3784
    @nightwolf3784 2 ปีที่แล้ว +1

    Finally it looks cool

  • @NebraskaJimmy
    @NebraskaJimmy 2 ปีที่แล้ว

    This made my imagination go into overdrive much thanks

  • @manthangohel9237
    @manthangohel9237 2 ปีที่แล้ว +4

    When will UE5 be available?
    I am working on a Zombie Survival Game for my college project and I very well wish to work in UE5 rather than UE4 because of it's rich features for development.
    Thank you in advance!✌

    • @JimmyGreenMachine
      @JimmyGreenMachine 2 ปีที่แล้ว

      It's available to install from the launcher

    • @manthangohel9237
      @manthangohel9237 2 ปีที่แล้ว

      @@JimmyGreenMachine Already did. But I am a new comer, so it will be very hard to deal with the bugs and I can't use every plugin and assets available in the marketplace for UE5 untill they are compiled for UE5. I mean the complete release of UE5.

    • @AlbertonBeastmaster
      @AlbertonBeastmaster 2 ปีที่แล้ว

      It won't be out until 2022. Not sure if it's Q1 or Q2.

  • @volrathdesign
    @volrathdesign 2 ปีที่แล้ว

    question, where are those blockout assets and trees pulled from? are they custom made for this demo?

  • @avistryfe4534
    @avistryfe4534 ปีที่แล้ว

    Can i ask what pc specs you recommend for making an open world game as a single developer in 5.1? Trying to make a shopping list. Am scared lol.
    Just programs so far has costed me about 4000$ which i guess isn't terrible. But now i am heading into the pc section of my list.... looking at unreal 5.1 suggested development towers is that a good start?
    I wanted to do it on my 2070 super 16gb ram home pc but getting lag in alot of places within 5.1 to the point where it is a no go. even in low settings I seem to be getting ram usage over cap warnings so i don't think risking breaking my home pc to try and do this. Maybe there are other settings i could turn down/adjust that I am just not aware of yet.

  • @Tinchy2024
    @Tinchy2024 3 หลายเดือนก่อน

    how to get download link of the open world porject?

  • @FireF1y644
    @FireF1y644 2 ปีที่แล้ว +1

    what about precomputed Lighting Scenarios in ue5?