UE5 Multiple Landscape Actors

Поділитися
Вставка
  • Опубліковано 4 січ 2025

КОМЕНТАРІ • 48

  • @kalleskit
    @kalleskit Рік тому +2

    Once more, thanks a lot for your work, software and tutorials!

  • @jfour6591
    @jfour6591 7 місяців тому +2

    Great channel and videos, was in my feed today. Keep up the great work, subbed!

  • @rabellogp
    @rabellogp 7 місяців тому +2

    This channel is the only one that really explains how to deal with UE landscape actors. It's an easy system if you are just experimenting, but it gets very complicated (and even nonsensical) when you need to use it for complex and large projects where quality and performance are critical factors.

    • @demenzunmedia
      @demenzunmedia  7 місяців тому +3

      Thanks! I have a new video coming soon on the World Partition Changes in UE5.4 as compared to 5.0/5.1/5.2/5.3. Epic has changed a few things. I also have a video coming on Creating Optimized Landscapes for UE5.

    • @rubenwinsjansen7558
      @rubenwinsjansen7558 7 місяців тому +1

      ​@demenzunmedia can't wait! I am currently trying everything to get above 16k, but it looks like the method in this video is the only way right now. The ekstra tiles just gets flat when I try to import anything over 16k

    • @demenzunmedia
      @demenzunmedia  7 місяців тому +1

      @@rubenwinsjansen7558 - World Partition will do up to 32641x32641 with Edit Layers disabled if you have a computer with sufficient GPU memory so that UE5 doesn't crash. If you require Edit Layers for terrain editing though, you are stuck at 16321x16321.
      I have imported up to 32k with no problems, but I have a large workstation. You also shouldn't use tiles with World Partition importing, especially World Composition size tiles (4033xN 8129xN etc), or it won't work, it pads the tile size to a World Partition size and could cause import problems. It wants a single large heightmap in the size that is correct for the WP mode.
      If you have TerreSculptor, it has a proper size list for World Partition mode so that the heightmap can be cropped or resampled to the proper size.

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio Рік тому +1

    WOW .... This is it, I bet this is what Epic wants to polish up and get working flawlessly, as always just amazing... good job!

  • @yujack5910
    @yujack5910 8 місяців тому

    Hello translator, blogger. I really like your professional commentary video tutorials and UE5's world partition tool. I would like to ask if the open world tool has made significant improvements in version 5.4?
    Because in roadmap, it seems to mention updating the content of the world partition

    • @demenzunmedia
      @demenzunmedia  8 місяців тому

      UE5.4 isn't released until at least late April 2024. It is currently available in Preview 1 only, so any features should not be assumed to be in the final version, and significant changes may be made before release.
      So because of that I cannot yet comment on whether 5.4 will have any significant open world features. I have not seen any significant World Partition features mentioned, although a lot of the 5.3 World Partition crashes seem to be fixed in 5.4 Preview.
      The main new features for 5.4 include Nanite updates and Animation Tool updates.
      Once the final 5.4 releases, I will be checking it out to see if there are any new Landscape features.

  • @T1mothyTee
    @T1mothyTee Рік тому +1

    But could one procedurally place these? So that the terrain runs infinitely. Thanks for the video

    • @demenzunmedia
      @demenzunmedia  Рік тому

      The world origin would have to be moved with each Landscape placement, otherwise you are going to eventually run out of world space to procedurally place the Landscapes. And the origin movement would probably hitch as all of the assets are loaded for each new Landscape, requiring that a loading screen be used between each placement. The World Composition system already basically achieves this, so that would be the way to accomplish that right now.

    • @T1mothyTee
      @T1mothyTee Рік тому

      Thanks for the advice! Is world composition same as world partition? @@demenzunmedia

    • @demenzunmedia
      @demenzunmedia  Рік тому

      @@T1mothyTee - They are two different methods for creating large open worlds in Unreal. They use different methods of importing heightmaps, and different dialogs for setup. There are video series for both of them on this channel.

  • @ArsBeneVivendi
    @ArsBeneVivendi 8 місяців тому +3

    thank you for this and other very insigtful,deep tutorials.
    Lot of effort,testing in them,really appretiate them. Just wanna say thank you seeing you plan (or already did) to quit this channel because of some criticism.It's really sade,thanks for your materials

    • @demenzunmedia
      @demenzunmedia  8 місяців тому +2

      Thank you.
      I have decided to take a course in how to do better narration for videos, since I get so many complaints about my speaking on these videos. I get so many negative comments that I started just deleting them as they clutter up the conversations.
      Once I have completed that video narration course, hopefully my speaking will be better, and I will continue creating more videos for the channel. I still have a lot of Unreal Engine, Unity and Godot videos to add, plus more videos on new features in the TerreSculptor software.
      I already have two new videos coming soon, which have no narration, so they will be easier to complete.

    • @ArsBeneVivendi
      @ArsBeneVivendi 8 місяців тому +1

      @@demenzunmedia It's fantastic to hear you didn't gave up. Your channel for sure isn't one of these fancy, more entertaining way of sharin knowledge.Yep,looking some of them too, some great stuff there too. BUT I found your channel one of the most informative in topics you are talking about. And THAT"S exactly what I and many others I think search. Not simple and funny ,surface toys but going deeper. Didn't have time to check many others of your vids BUT sure gonna find here lot of valuable infos. BTW- have you thought,considered making some videos about PERFORMANCE and OPTIMISATION? Maybe you will have some interesting ideas, things to look out, to talk about. Cause for examples there is lot how to do fancy, shiny landscapes with ultrarealistic ,advanced landscapeautomaterials but almost NOBODY says later how it will perform later. Not talking about filling that huge scene with all meshes,foliages,trees etc. Already watched your NANITES analyse and almost sure I wont go this way. OFC if somebody has top spec ,kind of NASA PC and thinking about making game for other highend PC's users-there you go,NANITES ,MEgascans and MEtahumans, sky is the limit;) But if you work on a PC with at most medium spec, and consider making sth that will be able to run on such specifications (or even lower with ofc lower quality settings) the OPTIMISATION is first you have to think and plan, from day 1.

    • @demenzunmedia
      @demenzunmedia  8 місяців тому +3

      @@ArsBeneVivendi - Thank you.
      Yes, I would like to do some videos on creating optimized Landscape systems for various game types, and how to design the terrain to run on the common Steam Survey average computer. I get asked those questions a lot by people doing serious indie game development.
      Most people who are just starting out with UE5 start with trying to design a 100km x 100km 1-meter-spacing world that they believe they will fully populate with foliage and buildings. But running that will require an 8-Core 64GB RTX-3080 system at least.
      I do have a number of computers here of various hardware levels, that I can test different UE5 terrain designs on, and give full performance information regarding the results. I will work on some terrain designs and start collecting the performance data.

    • @ArsBeneVivendi
      @ArsBeneVivendi 8 місяців тому +1

      @@demenzunmedia that's great to hear.Take your time - anyone who appreciates your work will patiently wait for these data, including me OFC ;)
      I also think about some game project and that landscape perfomrmance is ofc one of priorities to plan ahead, not to cry and to pull hair out after months of creting "pretty" but unplayable level. Think that 4x4km (max 5x5 using some exterlan heightmaps from terrainmaking software or even reallifee data) it will be more than enough for a single person AND it should be managable for medium hardware (16-32 GB, 8GB GPU).OFC I think of using low to medium poly models and probably stylised graphic (for easier models and textures),not MEgascans and other hyperrealistic models and textures

    • @demenzunmedia
      @demenzunmedia  8 місяців тому +2

      @@ArsBeneVivendi - Thank you! I will be working on getting the next videos out soon. 4km x 4km is a lot to correctly fill up with content and gameplay action.

  • @korean_cuisine233
    @korean_cuisine233 15 днів тому

    merging 2 landscape could cause material to conflict eachohter. i would use simple plane mesh to connect 2 landscapes.

  • @GalaxyVisionAI
    @GalaxyVisionAI Рік тому

    It appears that 5.4 will have a new landscape/terrain system that aims to solve many of the issues creating gigantic worlds

    • @demenzunmedia
      @demenzunmedia  Рік тому +3

      The new terrain system is not specified as being released in UE5.4. It is only on the "Forward Looking" Roadmap which just means that it is a future feature. We won't know what version of Unreal it will ship in until they release a statement with the engine version. The Roadmap page states that the items listed do not specify a release time.
      The new terrain system may not release until 5.9, or 6.0 or even 6.5. The Epic page is a list of future features in the development queue with no specified release time.

    • @demenzunmedia
      @demenzunmedia  Рік тому +1

      Here is the link: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/94-forward-looking

  • @DronX_
    @DronX_ 8 місяців тому

    Open world map do something similar automatically, you can choose the distance to see parts of landscape

    • @loupeia16
      @loupeia16 5 місяців тому

      what are u meaning?

    • @FATMAC2
      @FATMAC2 3 місяці тому

      @@loupeia16 I think he means the 'open world' template when you create a new level

  • @FATMAC2
    @FATMAC2 3 місяці тому

    512gb of ram??? 👀

    • @demenzunmedia
      @demenzunmedia  3 місяці тому

      In my Xeon W7 workstation I actually want to install 2TB of RAM but the cost right now for RDIMMs of that size is crazy.

    • @FATMAC2
      @FATMAC2 3 місяці тому

      @@demenzunmedia and here I am dreaming of 128gb 😅

    • @demenzunmedia
      @demenzunmedia  3 місяці тому

      @@FATMAC2 - Unfortunately 128GB won't work for me for everything, I have an R9-5950X, 128GB, RX7800XT-16GB computer, and I can easily use up all 128GB+16GB of memory on Unreal Engine 5 doing HLODs, Landscape Importing, etc. UE5 often crashes due to not enough memory with 128GB. So I had to build a bigger full workstation. :)

  • @HixxyDubz
    @HixxyDubz 10 місяців тому +3

    sorry i just cant get over your overly exaggerated voice, its like you are speaking to us like a child lol

    • @demenzunmedia
      @demenzunmedia  10 місяців тому

      Don't worry, I stopped making videos because of the complaints, sorry that I can't afford a professional narrator, but you won't have to put up with it any more as I quit doing videos.

    • @HixxyDubz
      @HixxyDubz 10 місяців тому +1

      its just criticism, you dont need a narrator you can do just fine its just criticism on how you present your video, you can take the criticism or not its up to you but if you quit thats on you man.@@demenzunmedia

    • @demenzunmedia
      @demenzunmedia  10 місяців тому

      @@HixxyDubz- Every 4th or 5th comment on my videos is "your voice sucks" and "I can't watch your videos because of your voice". I usually delete the comments because they don't contribute to the channel. But I get those types of comments all of the time. So if everyone hates my videos, why bother creating new ones? Why should I waste hours of my time figuring out Unreal Engine features and presenting the information just to be told that I suck? This is how I speak, I can't help what voice I was born with. There are other Unreal channels that are way worse quality audio and video than mine, but people aren't attacking them every day. So you can all figure out Unreal by yourselves.

    • @HixxyDubz
      @HixxyDubz 10 місяців тому +1

      you need to ignore those comments, only listen to the constructive ones, this is the internet after all and you wont find alot of people being extremely nice to you, but if thats your attitude then by all means quit, its your life and im not here to tell you otherwise.@@demenzunmedia

    • @demenzunmedia
      @demenzunmedia  10 місяців тому

      @@HixxyDubz- I started my channel 7 years ago. I have virtually nothing for subscribers, no where near what other Unreal content channels have. I don't get ad revenue even though UA-cam plays ads on my videos. Every fourth comment is telling me that my channel sucks. Apparently people don't want the videos and information that I have been putting up. Apparently the content is not what people like or the quality isn't good enough. So why kick a dead horse? I have better things to do with my time instead of pouring it into a failure that people don't like or want. I typically spend 2 to 4 days working on each and every video, with the research and script writing and recording and editing, for free. And going by the feedback that I get, and the lack of subscribers, people simply don't want what I have put online. So I have moved onto other projects that actually have returns.