Unreal Engine 5 - World Partition: Blocky Loading (Explained)

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  • Опубліковано 26 чер 2022
  • Patchy/Blocky loading isn't what you think it is. There is a work around, but it may not be acceptable for all use cases.

КОМЕНТАРІ • 67

  • @eligijuspranskunas3509
    @eligijuspranskunas3509 Рік тому +1

    what size is your map? i did 4k*4k map, and it still looks to small, your looks very big.

  • @boblep0nge927
    @boblep0nge927 Рік тому +2

    you my hero! i was about to make a YT video about this my self but i guess you beat me to it! funny thing is, i knew it was a small setting that needed to be change THE LOADING RANGE!! of course and i think the unreal team should have give more info about their WP changes that occur with UE5!

    • @unrealdevop
      @unrealdevop  Рік тому +1

      Yeah, no doubt the documentation is lacking but I don't believe they have a dedicated team to that so people who normally do it are probably busy working on fixes and things for UE 5.1

  • @unrealdevop
    @unrealdevop  Рік тому +3

    I Remade the map in World Creator and gave it a lot of mountains, so distances are somewhat capped by view range, and I tested it by placing thick forest all in the valleys and this increased my framerate to an average of about 90fps at High Settings with Resolution of 2560x1440.

    • @andrewshandle
      @andrewshandle Рік тому +2

      While watching this I was thinking the same thing, glad to hear that it worked so well.

    • @tomtomkowski7653
      @tomtomkowski7653 11 місяців тому

      Is this still valid or it was fixed by now?

  • @xaby996
    @xaby996 10 місяців тому +2

    "I would suggest asking unreal to fix it" XD lmao you are so funny!

  • @MrMadvillan
    @MrMadvillan Рік тому +1

    Yeah, new tools require stress testing. I recon the draw distance is ue allocating surplus resources, ie feature.

  • @OoJxCorrey
    @OoJxCorrey Рік тому +1

    Looks like you worked alot with WP and maybe you can help me with one (hope little) Problem. I have a Thirdperson Character on my map than i would get in a Car so the Controller Possess me to the car. If i drive away and come over a Cell border from WP the car would disappear. Ive testet alot of things like streaming sources and grid sizes. if i set my loadingrange to a BIG number the car would drive fine. But if i hit the Border it would get destroyed. any clou?

    • @unrealdevop
      @unrealdevop  Рік тому +1

      Alright, looks like I'll have to do a video on this because I've been having to break this down pretty frequently lately. Basically, the level you're bounding it too is streaming out and the car along with it. You can set it up to not stream...it will make it persistent and not bound to a tile. I'll do a video on it.

  • @zeon3d755
    @zeon3d755 Рік тому

    Thanks it was helpful

  • @k3mpp1
    @k3mpp1 Рік тому

    what is your name in your discord, i have some questions about UE5 to ask :)

  • @BernhardRieder1
    @BernhardRieder1 Рік тому +2

    yeah, if this is a bug... that really sucks, cause that's one of the main features of using World Partition. I am testing the City Sample and noticed a very dysfunctional behavior using the loading range. Besides that issue, I wanted to load 4 cells only for runtime. The City Sample is using Data Layers. However, I thought there should be an option to tell the system to only load 4 cells for runtime from the entire map. But so far no luck. I couldn't find anywhere a solution how this can be done.

    • @unrealdevop
      @unrealdevop  Рік тому +1

      ua-cam.com/video/zMnNeBa91Ow/v-deo.html

    • @unrealdevop
      @unrealdevop  Рік тому +1

      That link is for the video you requested...sorry it took so long.

  • @taaz134
    @taaz134 Рік тому

    what forest pack are you using ?

  • @yamiprincess
    @yamiprincess 7 місяців тому

    I think the landscape is loading in because the edge of that segment belongs to a grid cell that's within range of the loading distance but all the individual tree actors beyond the loading distance don't. That's probably why it appears that way. World partition is trying to load all actors within range. Not all actors that happen to be on top of a particular landscape segment.

    • @unrealdevop
      @unrealdevop  7 місяців тому +1

      Nah, it was a 5.0 bug they have already fixed.

    • @yamiprincess
      @yamiprincess 7 місяців тому

      @@unrealdevop Neat!!

  • @fr34kbyn8ture
    @fr34kbyn8ture Рік тому

    Also no way to set distance as the priority for quadrants and set tree foliage as a higher priority than mountains at different cull distances? Idk manual distances though work better don’t risk blinking it’s like same with anti cheat don’t trust the player n this instance don’t trust the engine for auto, we already don’t with exsposure. Idk how to do it but theirs blue prints too u can set up to drop in your scene to drop in and change all one type or another’s values I figured be easier for massive projects why I haven’t learned much about it.(I’ve only dealt with small maps and indoors kind of maps)

  • @BernhardRieder1
    @BernhardRieder1 Рік тому +1

    that's great. do you know how to prevent cells to load? thank you so much and keep rocking, cheers

    • @unrealdevop
      @unrealdevop  Рік тому +1

      I'm sure in the upcoming update 5.1 this will be fixed as they have really taken the time with 5.1 to make sure things are far more polished. As of right now I don't believe there is a fix because World Partition currently doesn't support Landscapes and Foliage.

    • @BernhardRieder1
      @BernhardRieder1 Рік тому

      @@unrealdevop hmm.. I should have been more specific with my question. I am currently testing the City Sample. And I thought, if I am going to Unload Cells, these cells should also not be loaded in runtime, game mode. But when I run the game, all cells are still loaded. I noticed, that they are using Data Layers. In which you should be able to specifiy what dataset you want to load for runtime. But for some reason, this feature doesn't seem to work as it should. I also tested the Range. It's totally weird, because cells are being loaded when they are far away, but not when close to the player actor. It would be great to see a detailed tutorial, how to use cells and Data Layers for runtime, in game mode. All I am trying to do: I want to isolate 4 cells for the game play. Everything else outside the 4 cells, should NOT be loaded when playing the game. So far, all attempts failed. Would be great if someone can show and demonstrate how to do this. Thank you so much for every little help and keep rocking, cheers

    • @unrealdevop
      @unrealdevop  Рік тому

      @@BernhardRieder1 Alright, I'll try to get around to doing a video on that tomorrow, just remind me on my Discord if you have it. Check my info for the link. I recently did just this for the GameJam. I setup a system where you could switch between lighting scenarios during runtime.

    • @BernhardRieder1
      @BernhardRieder1 Рік тому +1

      @@unrealdevop yeah, that would be dope. I can imagine a ton of people are interested in the World Partition. And yes, a system to switch between the lighting scenarios in runtime would be a killer. Can't wait to see it and just jumped on our Discord channel. Keep rocking man, cheers

  • @marconapolitano2821
    @marconapolitano2821 2 роки тому +1

    it really saddens me how they went from a relatively stable release like 4.27 to this mess, i just hope they implement tesselation back because some reason they tought nanite was a good replacement for it, the fun fact is that you can still do tesselation with the geometry scripting plugin they give you out of the box, they could just have disabled tesselation for nanite meshes but they thought that deprecatin it was a much better idea, also world composition is way better than this crap.

    • @unrealdevop
      @unrealdevop  2 роки тому +2

      Yeah, I'm thinking that somebody over there was so hyped up over Nanite that they thought everyone was just going to start making their games using Nanite Assets and Say to hell with grass and trees and water lol

    • @proletarianx_art
      @proletarianx_art Рік тому +1

      IMHO, the reason they depreciated tesselation is that it wasn't perfect in the first place. For instance, ray tracing didn't pick up on the tesselation in UE4 rendering shadows incorrectly as if the geometry was not tesselated. So I guess it would have been the same issue with brand new Lumen. It does piss me off too that UE5 comes out of alpha at such a messy state but I believe Epic know what they are doing in the long run and we just need to give them time to implement all the right things... At the end of the day, one can always chose to work with 4.27 meanwhile.

    • @unrealdevop
      @unrealdevop  Рік тому +2

      @@proletarianx_art Yeah I agree, I've had time to cool down and I have faith 5.1 will make it far better than it currently is. You can now use the UE5 Modeling Tools to Remesh and Displace Meshes using Height Maps...It's pretty cool, I did it on some brick walls and it made a world of difference...only usable with Nanite though.

  • @fr34kbyn8ture
    @fr34kbyn8ture Рік тому

    Wouldn’t dropping ur own default min values and loading distance for you (64bit) basic then create scale so adding values 3/4 as a hot setup to show help? Because at that point it’s on shape color and shadow anyways like blindly pixels? I mean a cull for a cap this size would be new gen on console and pc md+ their might as well sac that 5 fps for max cull distances, your going to get the bitchy ness n they don’t even offer helpful opinions, but tell me what u think of my suggestion I’d be right before a scene or area would be piping out like unloading and beyond player sight, Clift sides going to be the test like u did here. Sorry just a curious party and you already have a massive environment set up I couldn’t test it yet mine are small D:

    • @fr34kbyn8ture
      @fr34kbyn8ture Рік тому

      Like I have to block off my players from getting to that kind of viewpoint to not see the worlds edge

  • @steliosstavropoulos499
    @steliosstavropoulos499 2 роки тому +6

    In ue5.1 there will be nanite for foliage. The performance will be way better

    • @unrealdevop
      @unrealdevop  2 роки тому +2

      That would be quite nice.

    • @steliosstavropoulos499
      @steliosstavropoulos499 2 роки тому

      @@unrealdevop I dont know man I love ue5 so far. It has many tools that improve my workflow and I havent seen so many bugs

    • @unrealdevop
      @unrealdevop  2 роки тому +2

      @@steliosstavropoulos499 It's mostly the new features of UE5 that are bugged out, most people coming into UE5 aren't using their new features too much. Probably because they aren't well documented yet.

    • @MrMadvillan
      @MrMadvillan Рік тому

      @@unrealdevop do you mean “buggie?”

    • @unrealdevop
      @unrealdevop  Рік тому +1

      @@MrMadvillan Sure, IK Rig and IK Retargeter seem to be fine as well as the new Animation nodes. Control Rig and Sequencer are full of bugs right now, and World Partition is as well. Most notably it's causing odd issues with lighting. It will either make the lighting brighter.....darker....or it won't render shadows on LODs at a very specific distance...some other bugs I've seen is that sometimes the maps somehow get corrupted and the Culling of everything will be Inverted. Those are just the issue's I've seen so far. As far as Control Rig, I've had it bricked on two separate projects. They fixed one serious issue that would cause a crash if you didn't open a level sequence....close it....and then reopen it before touching the Baked Control Rig controls. The Additive Animation Layers are also being shorted by one frame which will cause crashing when trying to use the snapper tool if you don't extend it one frame....also another issue caused by that bug is that the end of your animation will have one frame out of sync if you don't extend it one frame..

  • @Jups2
    @Jups2 2 роки тому +2

    Hlods has some bad problems with landscapes loading

    • @unrealdevop
      @unrealdevop  2 роки тому +1

      Yeah, the HLODs are about the most broken thing I have witnessed so far in UE5. They are loading in a Cross pattern outside the loading range on pretty much every map I have created so far...aside from that they are also spotty...loading randomly outside the loading range...everyone seems to complaining about this issue, so it seems pretty widespread. If I had to guess, I would say it may be one of the first things that get fixed in the next couple patches considering how many complaints I have seen about it. People think I'm just spreading hate towards UE5...I'm not, I only want to get their attention and direct it towards the most serious issue's in UE5 right now so they will be fixed faster.

    • @xaby996
      @xaby996 10 місяців тому

      @@unrealdevop still happening august 20we

  • @LupusMechanicus
    @LupusMechanicus 2 роки тому +1

    John Connor! (arnie voice)

  • @r-m-c
    @r-m-c 2 роки тому +2

    I will definitely stick with ue4 until there is a significantly better alternative. I prefer to refine my concept in Ue4 until Ue5 is ready for it.

    • @unrealdevop
      @unrealdevop  2 роки тому +2

      Yeah, that's smart. The only reason why I'm up in the air about going back to UE4 is because my Animation system requires UE5 since UE4 doesn't let you modify and create animations using Sequencer. I could just keep making the animations in UE5 and then Export them and re-import them but there are other things as well I have to worry about when switching back.

    • @r-m-c
      @r-m-c 2 роки тому +2

      @@unrealdevop Of course, I'd also love to switch to ue5, but unfortunately I don't see a reason for landscapes so far. Rather on the contrary, the lack of landscape tessellation already upsets me so much that I'm not even in the mood for ue5.

    • @unrealdevop
      @unrealdevop  2 роки тому +2

      @@r-m-c Yeah that was a pretty big WTF moment for me too when I found out they were removing that.

    • @r-m-c
      @r-m-c 2 роки тому +1

      @@unrealdevop If i get this ******* geforce experience to work, I will capture a video soon, that shows 1:1 what this means and where tessellation is indispensable. If I don'get it to work, i will spend money for a decent screen recording software to capture any display. I know performance wise, tess. is only usefull for visuallising, but that is exacly what i primarly want to do. Everything else is yet to come, all in good time.

    • @unrealdevop
      @unrealdevop  2 роки тому +1

      @@r-m-c For sure, I hear you man

  • @garrytalaroc
    @garrytalaroc Рік тому

    can you do HLOD tutorial? there ain't much tutorial out there. would be nice.

    • @unrealdevop
      @unrealdevop  Рік тому +1

      I may, I've been having a really hard time juggling things over the past couple of months.

  • @lordsombo
    @lordsombo Рік тому

    You're lucky you can even import the landscape. I had to increase the SWAP to 200k on disk C temporarily, then the landscape loaded weirdly like on your previous video.

    • @unrealdevop
      @unrealdevop  Рік тому

      Yeah...I'm still experience serious lighting issue's I may do a video showing what I mean soon. The lighting only looks funny when using World Composition....

    • @unrealdevop
      @unrealdevop  Рік тому

      It's doing something funny with Foliage when it creates the HLODs for them it seems.

    • @lordsombo
      @lordsombo Рік тому

      I just tried landscape on 5.1 and it's waaaaay better now. You still have to increase the loading distance, I have mine at 250000, and the whole map loads at once, with no lags at all. All landscapes have editable layer enabled which wasn't possible with 5.0. And the map size, the whole of Nairobi, not sure how large that is but I loaded it all from Mapbox and I see myself making it my 2023 project. Just create an explorable digital version of Nairobi

  • @Grumbledookvid
    @Grumbledookvid Рік тому

    FUCKING UNREAL

  • @AbdullahYazbahar
    @AbdullahYazbahar Рік тому

    can you please get a new mic? thx for the video.

    • @unrealdevop
      @unrealdevop  Рік тому +2

      Yeah, sorry man but I did get a new mic. I went out and spent $150 on one and people still complain, I turn the volume up and people still complain.... I'm not a sound engineer and I'm making these videos for free...I am not Monetized yet and when I do get Monetized, I'll be lucky if I earn $100 a month from my channel. I realize that turning the volume up created Bass, I don't know how to turn the volume up without increasing the bass. I'm not a sound engineer. Maybe I'll do a video explaining mic quality and why I don't have better audio. A lot of it has to do with the room I'm in as well.

    • @AbdullahYazbahar
      @AbdullahYazbahar Рік тому +1

      @@unrealdevop man no problem at all but its kinda disturbing. im using $80 mic and raw sound quality is just like $3000 mic. Maybe you can check the wires. Ite impossible that $150 mic has this sound. Its not your fault at all. Dont understand wrong please. I love what u doing!

    • @unrealdevop
      @unrealdevop  Рік тому +1

      @@AbdullahYazbahar It's cool, I just get a bit touchy on the subject sometimes. I've struggled with mic quality for a while...you should see some of my first videos lol. I'll check the wires, but I think it's this room I'm currently using. I don't keep my computer at my house because I'll stay up all night and lose sleep over issue's like in this video if I do.

    • @AbdullahYazbahar
      @AbdullahYazbahar Рік тому

      @@unrealdevop im so touchy to man, i hated this feature of mine but it is what it is. I hope some day we can beat this shit.

    • @unrealdevop
      @unrealdevop  Рік тому

      @@AbdullahYazbahar Yeah, it's one of those Blue Yeti's the Echo and Bass is mostly created by the room I'm in and made worse because I increase the volume afterwards inside Davinci Resolve. I haven't quite figured out how to reduce the bass and echo without reducing the volume again or making the audio sound strange.