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

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Check out the new features and tools that make it easier to work on large open worlds in Unreal Engine 5. With a bird’s-eye overview of World Partition, One File Per Actor, and more, you’ll have everything you need to start creating your own open world games.
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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

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

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

rickfuzzy
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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

Mark_Bates
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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!

matthorning
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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!

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

SycoticSociety
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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I hope this helps other people who get stumped by the changes and out of date documentation. :)

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

WilliamFaucher
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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.

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

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

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

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

HondEpic
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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!

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

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

kevinbittner
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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?

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

Instant_Nerf
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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

Sniper-umiq