Building Open Worlds in Unreal Engine 5 | Unreal Fest 2022

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In this session, Unreal Engine Instructor Sam Deiter guides you through the various tools Unreal Engine 5 provides to help build massive open worlds, including the Open World Template Map, World Partition, One File Per Actor, HLOD, Level Instancing, Data Layers, Virtual Shadow Maps, Virtual Textures, and the Nanite virtualized micropolygon geometry system.

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1:44 - overview of each tool
9:24 - sample scenes showing what is possible
11:05 - open world template and settings that it configures for you
21:43 - Tools - streaming the grid
24:02 - convert your UE4 level to UE5 using commandlets
25:30 - World Partition
27:49 - Level Instancing
34:48 - One File Per Actor
37:42 - Data Layers
39:54 - HLODs
43:57 - Virtual Textures and Virtual Shadows
45:25 - Nanite
46:34 - debug commands
48:51 - wrap up summary

LazerPotatoe
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Great talk. This really gives an informative overview of all the open world tools, their importance and how to take advantage of them.

My only gripe (which is not towards the presentor) is there unfortunately many times the presenter is explaining things on screen, and the camera either doesn't cut directly to it or go picture in picture late, so some of the time you are wondering what they are showing or talking about.

Otherwise, very done.

royportillo
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I'm learning Unreal now and I'm leaning towards level design the most. This is awesome thanks for it.

Stanky
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24:00 - Correction, Ark did not use the First Person template. It used the Shooter Game learning project as its foundation.

Edit: spelling error

Cpt.Tripps
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Great overview and presentation. Its really helpful to have everything needed in one video and you can research further as needed.

Alexander_S_K
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Very helpful to get ideas on completely unknown systems.
Although I wish the camera cut to screen were more in sync.

PabitraPadhy
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Great show. The talker talked a perfect representation and experience, the content covers the UE5 partial fundamental and the talker action and experiences is very fitting the highlight.

zhanshenghai
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I would love to know how to set up a open world without using the template. Also why show the speaker and not UE? and when they do show UE its so small I cannot see most of the time.

Starblendet
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Need a new talk for 5.3 and displacement

FPChris
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All those great tools but for multiplayer Layers does't work you may say it's normal, because a player may be on this zone and you could see a player floating around but for a TopDown game it could be very usefull. The only thing that work in multiplayer is WorldPartition but if you have openworld and you got 15 players and they are all on the map... world partition will load those proxy zone because there's a player that play on that zone so this will affect performance.

Camionair-fq
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What is the largest map size in Unreal Engine ? is it 88.000.000 Square KM ?.
Saw in another video that they were supposed to have increased from the old size to a massive size..

NecroViolator
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Thanks a million for this! Quick question; I would love to use the template, but 2×2 km terrain isn't very large. I would like to create a new and much larger terrain with the template. Can I just delete the default terrain and create a new one, or will that mess up some of the template settings?

vonklinkenhoffn
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Creo que no es para nada necesario quitar las pantallas del ordenador y poner al hombre para que se le vea...quiero ver que hace mientras explica, gracias....

robsanchezrod
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His notes were messed up so good thing he knows what he's talking about lol

puppergump
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So, does the streaming only work for landscape object or does the partition cells automatically include the static meshes on that area, including all the verticality?

hakanviajando
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If only streaming on would have a setting for opacity😢of terrain and meshes, or is there such a feature?

IamNeighborlee
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Could I hair remove the map and add my own to this and still use all the stuff in it?

Ultima_AU
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can you give us a list of every setting to enable so we can do it on existing project

Retrocaus
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What about an open world thats always loaded with active parts that just stop rendering outside of camera view? Didn't that become a thing?

HeartsintheWind
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How do companies design giant games and the performance remains stable, while we just put a few things, the game becomes heavy UE5

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