Great stuff, you covered a lot of valuable information so here have some timestamps: 0:47 - New level creation 1:24 - First thing, world partitions enabled 2:06 - Project settings world partitions 3:40 - tweaking cells and enable streaming 4:06 - runtime settings for view grids 4:32 - cell size & practical implementation theory 6:13 - range of loading distance with illustration 7:54 - adding content to cells 8:30 - data layers introduction 9:27 - the antiquated method 9:58 - when working with teams (version control) 11:24 - incremental submissions for project 12:26 - data layers organization and optimization 13:22 - hiding layers and adding assets to data layer 14:17 - splitting data layers for breaking out 15:00 - remove selected actor from selected data layer 15:30 - adding sublevels to data layers via drag/drop 16:31 - culling when building large cities with interiors
Thanks so much for this video! I'm currently working on a massive open-world as part of a world-building and game dev project on Twitch that is done in collaboration with our community. Please make more videos on this subject! There's so much to learn about optimizing and structuring an open world in UE, and not a lot of good public information on the process. We are building a city, so figuring out how to lay out roads, pedestrians, vehicles, props, buildings, global assets, etc. all to work with data layers and world partition is a big subject! Thanks again for sharing your knowledge and experience on this!
I love how your totorial on how to build MASSIVE open world maps in UE5 has no actual information on how to build massive open world maps in UE5. You barely moved beyond the default level with the world compositon turned on.
You need to learn to use the information available use what you learned from the information and transfer that knowledge into other aspects. I believe in you!
would you be able to make a video on how you acturaly remove the other interiors / buildings when inside a building or like removing interiors until youve gone inside a building. would be super helpful :)
Hi, I'm new to using UE, I'm trying to follow along here but when I try to create a data layer to assign the actor, I get a warning icon that says "Data layer Does not have Data Layer Asset." Using version 5.2.1 and have not found a solution by googling the issue.
if it is a multiplayer game , how can you specific the player in the north east corner will see the furniture in the building and player in the south west corner will not see the furnitures inside the building ?
This was so intuitive when the video was made They renamed pretty much every section and moved everything around and the world partition documentation isn't updated for 5.1 Most settings are under World Settings/World partition setup
Great explanation! Good stuff! Definitely interested in World Partition and Data Layers. Would be nice to see the nodes that govern the loading and unloading of the Layers. Thank you!
can i just use any number for cell size? it doesnt need to be a power of two or anything special? what if the partition manager cant properly divide the world by your given value? do the border partition cells just end up having sections of no data (partition manager will render past the actual world)? i know they are stupid questions but my inability to answer them shows me i dont really understand how the system is working.
Correct me if I'm wrong here. But doesn't;t the recently released HLODs feature eliminate the need to do what you are doing at the end hiding components? Doesn't engine now do that automatically?
Thanks so much, this was great. I wish more UE creators would explain *why* something in the engine functions the way it does like this, that really helps me.
Hy i have question about Unreal Engine, is it Possible to make a Game persistant, so if i make a hole mess on a place, go somwhere else come back after 20 hours and everything is like i have left it, and why all these worlds look always so nice but feel so unreal because of that? I hate nothing more, to come back and see everything look like if nothing happend.. Great Video by the way thank you..
YESSSS, was super usefull, thanks for sharing, you are the best!, i would to know how hide the elements inside of a building when i got out of the building.
Hi! Is there any chance You could also cover the HLODs, Level Instance and Packed Level Blueprints? The documentation doesn't say anything about why are those important, and what they are really used for... And since this is a part of the World Partition feature, I hoped that maybe You could shed some light on it. Cheers!
Yes, if you are creating separate rooms that will be huge and with a lot of details (assets) you can treat them as different layers and hide when not seen. Also I think you will need to out some custom trigger volumes in places where you want to hide or unhide areas.
I've been trying to make an open world using megascans and its tedious even with mega assemblies. Plus whats the use of the displacement channel (blue) of using surfaces on a landscape? Aside from that, the biggest thing I hate with megascans (nature assets) is that they dont work well with slopes.
Subscribed, and also... When it comes to checking files out of source control, does my team need to check out the individual rocks they are using when using world partition? Been looking for an answer to this for a while, and you almost covered it when you started talking about P4V. Many thanks and keep up the good info. :)
If you team changes something on a tock Unreal will automatically try to check it out. In general you will have a lot more submitted files on P4V but on a much smaller storage size.
Wow, I love this feature and hope to put it to use. I do have a question regarding the partitions though, can you use big regions as well as smaller regions on the same map? Essentially walk around a glade then enter into a town, where the glade is big in size but the town is small. Or will it need to follow the ending logic you mentioned doing with the building and internal components?
Perfect! I have spent a ton of time dealing with this. I have noticed with massive landscapes (8K or greater) it will randomly hide some of the landscape. Have you ran into this issue? Also, what about weapons, cars, etc? I created them but had to turn off "spatial" loading, or when you ran into a new cell it would unload them. This means that those objects are always loaded?
RESPECT! Great tut. Always impressed by well presented material from presenters who speak English as a second language and do it better than many native English speakers I know.
it really is getting good quality.. but still sounds generic to me. i wonder if that's because of what it's capable of, or because of what they trained it on.
Hi, thank you for the question. I would start by making the design for the world you would like to build just with basic prinitives and later start adding more and more elements once the gameplay progresses. You will need also to design some modular and unique assets to help you build the world and I guess that a procedural tool to help you speed up the process.
@@UpsideDownTutorials th-cam.com/video/0FgsyyAFyx4/w-d-xo.html Thank you very much for responding back to me. This is the game I'm talking about dc universe online or dcuo and this is the city I wanted to try to make metropolis. I don't even know where to start I have never done anything like this before.
@@UpsideDownTutorials Also how can I build water around the city as well and I wanted to add the ocean floor first around the city and make certain parts deep etc for Atlantis in the game. Thank you very much.
I tried to follow along as I have some plans for a open world, but about halfway through you lost me. This might not be aimed at completly new people to Unity, but it is hard to find tutorial videos that do offer step by step instructions on what I am looking for. For example. I had to searcht to find a window that you had already on you right hand side. At no point did you explain how to get that window open. You use words like "I go here, and I add this, or I change this', but that isn't helpful. When it came to you selecting a box to add and manipulate you said "I go here and add a box' Where is here? It happened so fast and I couldn't see your mouse pointer at all. Try and use words like 'To add object to manipulate, go to....' and then show where you get the box from. Using visual cues as well as words to explain the area. Maybe make sure your mouse pointer is highlighted in the recording to make it easier to follow along. I am sure you make great videos and they are quite useful for someone who may have more knowledge about Unity, but as a new users it isn't offering what I need.
Great stuff, you covered a lot of valuable information so here have some timestamps:
0:47 - New level creation
1:24 - First thing, world partitions enabled
2:06 - Project settings world partitions
3:40 - tweaking cells and enable streaming
4:06 - runtime settings for view grids
4:32 - cell size & practical implementation theory
6:13 - range of loading distance with illustration
7:54 - adding content to cells
8:30 - data layers introduction
9:27 - the antiquated method
9:58 - when working with teams (version control)
11:24 - incremental submissions for project
12:26 - data layers organization and optimization
13:22 - hiding layers and adding assets to data layer
14:17 - splitting data layers for breaking out
15:00 - remove selected actor from selected data layer
15:30 - adding sublevels to data layers via drag/drop
16:31 - culling when building large cities with interiors
Thank you for the timestamps, it’s very helpful. Also I’m glad that the video was useful.
Thank you so much
Yes please do more videos on open world creation. Thanks so much!
More to come! Thank you for the support.
Thanks so much for this video! I'm currently working on a massive open-world as part of a world-building and game dev project on Twitch that is done in collaboration with our community. Please make more videos on this subject! There's so much to learn about optimizing and structuring an open world in UE, and not a lot of good public information on the process. We are building a city, so figuring out how to lay out roads, pedestrians, vehicles, props, buildings, global assets, etc. all to work with data layers and world partition is a big subject! Thanks again for sharing your knowledge and experience on this!
The Optimization tips along the way are very helpful. In engineering we used the same concept with layers as container.
Yes to more on optimization and work in creating open world maps videos :)
On the way!
4:10 when "world settings" didn't appear with the partition, I found "world settings" in the top right settings button, top of the menu
I love how your totorial on how to build MASSIVE open world maps in UE5 has no actual information on how to build massive open world maps in UE5. You barely moved beyond the default level with the world compositon turned on.
You need to learn to use the information available use what you learned from the information and transfer that knowledge into other aspects. I believe in you!
Finally someone that explains this perfectly. Thank you for this. Make more videos.❤
Never enough topics about optimising of big,open worlds' performance ;)
I'm very interested in learning more about open world optimization. Thank you so much!
Can you do the same thing with foliage ?
Good lord THANK YOU! Finaly someone explains it from the ground up.
Great intro to the process, I would definitely love more videos on this topic! 😊 Thank you!
Hey ! good video ! I have a question, when you present the loading asset system, why don't just use "LOD" in my model ?, is this more optimized ? :)
would you be able to make a video on how you acturaly remove the other interiors / buildings when inside a building or like removing interiors until youve gone inside a building. would be super helpful :)
IsWorldPartitioned is greyed out I cannot enable it, anyone have any ideas?
Yes please. I keep having issues sculpting in the world. Baselayer flatten or middle flatten just wrecks all over the place.
Min 2:26, in UE 5.1.1 it's not even the same option, and it can't be activated by default there. Thx fr tutorial
I'm looking forward to your next video on open world! Amazing information!
Very informative and useful. Thanks for sharing the knowledge and tips.
I’m glad the video was useful and I hope you will find more interesting information on my channel.
How do you display the entire map at runtime in order to quickly fast travel?
Hi, I'm new to using UE, I'm trying to follow along here but when I try to create a data layer to assign the actor, I get a warning icon that says "Data layer Does not have Data Layer Asset." Using version 5.2.1 and have not found a solution by googling the issue.
can you add folder in data layer?
if it is a multiplayer game , how can you specific the player in the north east corner will see the furniture in the building and player in the south west corner will not see the furnitures inside the building ?
This was so intuitive when the video was made
They renamed pretty much every section and moved everything around and the world partition documentation isn't updated for 5.1
Most settings are under World Settings/World partition setup
18 minutes of useful information, ty!
Finally someone explains this perfectly
world partition is greyed out and not selectable in my version 5.3
Same with mine.
It's amazing, we need more :D
Great explanation! Good stuff! Definitely interested in World Partition and Data Layers. Would be nice to see the nodes that govern the loading and unloading of the Layers. Thank you!
can i just use any number for cell size? it doesnt need to be a power of two or anything special? what if the partition manager cant properly divide the world by your given value? do the border partition cells just end up having sections of no data (partition manager will render past the actual world)? i know they are stupid questions but my inability to answer them shows me i dont really understand how the system is working.
How do i do the thing with the cube to make it into a building ground
Any update on your Tron build? Or can you maybe share something that's in development?
amazing, please make more videos about this topic, it's really interesting, thank you.
Thank you, I'll plan more content on the topic with examples for asset optimization and management.
Correct me if I'm wrong here. But doesn't;t the recently released HLODs feature eliminate the need to do what you are doing at the end hiding components? Doesn't engine now do that automatically?
how big is the world can be? can it be as big as Euro Truck Simualtor 2 ?
Thanks so much, this was great. I wish more UE creators would explain *why* something in the engine functions the way it does like this, that really helps me.
Hy i have question about Unreal Engine, is it Possible to make a Game persistant, so if i make a hole mess on a place, go somwhere else come back after 20 hours and everything is like i have left it, and why all these worlds look always so nice but feel so unreal because of that?
I hate nothing more, to come back and see everything look like if nothing happend..
Great Video by the way thank you..
did you create any full games?
This is a great performance explanation ! lovely ! You got me in !
great video, please make tutorial, how to make landscape (for example mountains) visible from very far distance?
Why when i run my project as standalone game the landscape never loads up?
But what if you have a really big map and you want to unload the grass thats far away for example? Can someone help?
YESSSS, was super usefull, thanks for sharing, you are the best!, i would to know how hide the elements inside of a building when i got out of the building.
Keep em coming, keep going!
Hi! Is there any chance You could also cover the HLODs, Level Instance and Packed Level Blueprints? The documentation doesn't say anything about why are those important, and what they are really used for... And since this is a part of the World Partition feature, I hoped that maybe You could shed some light on it. Cheers!
Great content. Very interested in everything open world related.
How build island 64km?
would any of these concepts apply when attempting to make a massive (i mean massive) mansion with high detail assets and numerous rooms?
Yes, if you are creating separate rooms that will be huge and with a lot of details (assets) you can treat them as different layers and hide when not seen. Also I think you will need to out some custom trigger volumes in places where you want to hide or unhide areas.
looking forward to more open world Stuff
I've been trying to make an open world using megascans and its tedious even with mega assemblies. Plus whats the use of the displacement channel (blue) of using surfaces on a landscape? Aside from that, the biggest thing I hate with megascans (nature assets) is that they dont work well with slopes.
Great video, subbed. More open world please
Subscribed, and also... When it comes to checking files out of source control, does my team need to check out the individual rocks they are using when using world partition? Been looking for an answer to this for a while, and you almost covered it when you started talking about P4V. Many thanks and keep up the good info. :)
If you team changes something on a tock Unreal will automatically try to check it out. In general you will have a lot more submitted files on P4V but on a much smaller storage size.
Wow, I love this feature and hope to put it to use. I do have a question regarding the partitions though, can you use big regions as well as smaller regions on the same map? Essentially walk around a glade then enter into a town, where the glade is big in size but the town is small. Or will it need to follow the ending logic you mentioned doing with the building and internal components?
Perfect! I have spent a ton of time dealing with this. I have noticed with massive landscapes (8K or greater) it will randomly hide some of the landscape. Have you ran into this issue? Also, what about weapons, cars, etc? I created them but had to turn off "spatial" loading, or when you ran into a new cell it would unload them. This means that those objects are always loaded?
Great and clear explanation! Thank you.
i dont see enable streaming
*bows head and thanks you, I really didn't want this video to end. Learned many thanks. Hoping to find so much more after stocking your page.
RESPECT! Great tut. Always impressed by well presented material from presenters who speak English as a second language and do it better than many native English speakers I know.
Can you make an interior-exterior video please???
Yes, I'm in recording all series for UE5 and I'll talk more about both interior and extriors, optimization and different features inside the engine.
Great !
thank you for the video.
Happy to help, more UE5 content is in the making.
it really is getting good quality.. but still sounds generic to me. i wonder if that's because of what it's capable of, or because of what they trained it on.
nice thank you
No matter what i do world Partitions is greyed out.
same
More like how to open the starter map and talk about it. I was hoping to see some actual creation.
100 x 100 km for multiplayer is possible ?
Just hope CDPR manages to make a great massive complex Open world on console under Unreal 5.
How can I make a map from dc universe online?
Hi, thank you for the question. I would start by making the design for the world you would like to build just with basic prinitives and later start adding more and more elements once the gameplay progresses. You will need also to design some modular and unique assets to help you build the world and I guess that a procedural tool to help you speed up the process.
@@UpsideDownTutorials th-cam.com/video/0FgsyyAFyx4/w-d-xo.html Thank you very much for responding back to me. This is the game I'm talking about dc universe online or dcuo and this is the city I wanted to try to make metropolis. I don't even know where to start I have never done anything like this before.
@@UpsideDownTutorials Also how can I build water around the city as well and I wanted to add the ocean floor first around the city and make certain parts deep etc for Atlantis in the game. Thank you very much.
WHYYYYY WHYY THIS IS ALWAYS HAPPENING TO ME, THIS GENERATING MESH WORLD PARTITION IS FALSE AND GRAY I CANT LOCK IT ON :(
perfect
I wish someone would make dc universe online on the unreal 5 engine.
This is more of an overview of the changes in UE5 than a tutorial. You didn't even go over how to import your custom heightmaps and arrange the tiles.
You make be getting more viewers after the downfall of The Day Before lol
I tried to follow along as I have some plans for a open world, but about halfway through you lost me. This might not be aimed at completly new people to Unity, but it is hard to find tutorial videos that do offer step by step instructions on what I am looking for.
For example. I had to searcht to find a window that you had already on you right hand side. At no point did you explain how to get that window open. You use words like "I go here, and I add this, or I change this', but that isn't helpful.
When it came to you selecting a box to add and manipulate you said "I go here and add a box' Where is here? It happened so fast and I couldn't see your mouse pointer at all. Try and use words like 'To add object to manipulate, go to....' and then show where you get the box from. Using visual cues as well as words to explain the area. Maybe make sure your mouse pointer is highlighted in the recording to make it easier to follow along.
I am sure you make great videos and they are quite useful for someone who may have more knowledge about Unity, but as a new users it isn't offering what I need.
comment! XD
bad video didit make anything but 2 blocks XD
ha this isent massive
do more optimization and optimalisation. plz