Data Layers | Unreal Engine 5

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Data Layers | Unreal Engine 5

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In case you were wondering, I said "Data Layer(s)" 71 times in 18 minutes.

TheSoundFXGuy
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It’s worth remembering that Data Layers ONLY work if you’re using World Partition. World Partition is on by default for a lot of templates, but if you happen to be using traditional streaming levels you can’t use Data Layers, and will be able to using traditional “streaming levels” to separate things in such a manner, and standard “layers” within those streaming levels to get more control of separation.

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Wow that was really cool! I think I might use that type of logic on the starting area

ruellerz
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Awesome, thanks. I wanted to make something like base upgrades, which could for example spawn entire building with NPC like some trader or gunsmith inside and such. It might be a nice way of doing it.

arkan
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These bite size tutorials are very helpful, audio or otherwise. Hope you continue these and organize in a way to quick reference these instructions. +1 subscribed.

raymondrogers
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this is actually sick, i used unreal for quite a while and i never notice it
especially the Unloaded state for optimisation is pretty good
Thx you bro!

play-good
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Thanks so much for this small tutorial with Data Layers! Love the content!

NoQueso_
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Great video! It's been a while since I last worked with data layers, but it's always exciting to dive into topics outside the realm of audio. Gaining a solid overview of these tools is incredibly valuable, not just for broadening our perspective but also for thinking more creatively about audio. Good Work!

DavideCastagnone
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Wonderful tutorial and showcase of Data Layers, and very useful.

Native_Creation
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You Mr. FX guy are a Marketing and design god!

zacktyler
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Oooh thats fascinating. Ive been looking into level streaming lately and this seems similar but like it would have more fine tuned controls... definitely diving into that soon. Thanks for the video!

CCGS
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This is a good way to keep things organized within a level. I used to use Level Stream all the time. I wonder which one is cheaper to use. But I gotta admit that DataLayer has an advantage for having options like Loaded, Unloaded, and Activated unlike Level Streaming - it loads each time when you stream it.

deanthedev
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I want to use data layers for a few things. 1) alongside loading screens so players can retain player control and "play" in an empty space (like assassin's creed). 2) to alter game states like a town's construction or destruction during a quest. 3) to allow players to choose a location for their base, for when "that perfect spot" is already taken by another player. And 4) reserving a space in my map for an "empty" area that uses data layers to cycle through custom or procedural dungeons to save space in the map.

GES
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Fantastic stuff man!! Perfectly simple explanation about a complex topic. Well🎉 done

brianmichaelfuller
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This was a great tutorial. I definitely need more videos like this from you. I'm at the beginning throws of learning unreal engine, and I've been having a failure to launch. Mostly just finding it hard to focus, and feeling overwhelmed by the learning curve lol

GES
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I had a game idea just last night that this would be absolutely perfect for!

warpstorm
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used to make this with nodes in armory and upbge game engines for blender, . worked for entering buildings with interiors. trigger and spawn objects, or make them visible with colisions. problem was that if the layer had lots of ojects in the a room for example, fps drops depending how many data it has to load into the scene, kind of a small loading lag, so i had to make some kind of loading screen sometimes. Also worked with lights, and sceens, or spawning charaters. Ligthing laps and stuff are another resource consuming objects so is good to know that we can hide/unhide them inside data layers now. good to know that we can have data inside layers now in unreal, cause i have to build my whole city to play my gta with interios :).

sebastian.
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Quite interesting. Sounds same like level streaming. Can we change coordinates of layers at runtime. It's not possible in LSV method as far as I know

OriginRow
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of Course thought with a Ghost Hunting Game you would want to use Level which you right click in the Content Drawer and then make one for each map so you dont have a Bug with Data Layer before you can use that in Conjunction with Streaming the stuff farther away wont be loaded in but when you get Closer they will unless Level Streaming means something different

RedBeardedJoe
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hmm so this is how you make a horror game😂😂

connorjade