Unreal Engine 5 | Open World Tutorial Using World Partition

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Hello guys welcome back to another video. In this video I want to show you guys how you can create Open World Maps in Unreal Engine 5, using the new World Partition tools. World Partition, divides the map into a grid, which can be used to stream in and out information on your map. This enables you to create massive open world maps, with very little setup needed.

Here are the heightmaps I created:

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Awesome video SP, appreciate the overview, haven't gotten a chance to start messing with this just yet in preparation for my larger open world game project, but all looks super promising and I think it's going to be a massive deal to solo indies like myself when it's all said and done. Thanks again for covering this stuff :D

AerixArtGames
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My favourite part is world partition topic. Now even more effective ☺️

dhananjaykupekar
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Thanks for making this video. I'm starting over in UE5 and this worked out great! Thanks a billion for also sharing the heatmaps

ruellerz
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World partition is enabled by default on official release now, go to window > world partition for window popout

RoskoTheDark
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I've been waiting for a video like this for days! Today I tried everything to create an Open world with world partition. also export each tile from world creator 2 to obj and then transform each obj into nanite. You are great! Thank you

MrAcarlo
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Thank you, really excited by world partition but was having trouble working this out by trial and error. This will have me up and running (!)

seansanderson
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The trees popping in at different distances may have something to do with how foliage clusters are generated. One tree may be on a grid that is loaded, but the cluster origin lives in a different grid space, resulting in closer trees not drawing accurately, or culling out too early.

bdgamedev
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Absolutely awesome video, show us how to add the water system for a Ocean and my life is complete! Thanks for your hard work!!

keithperry
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Thanks for covering this. I struggled with world composition in UE4. UE5's system looks far easier to use.

tangentarc
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super helpful video! thank you for creating it.

KPanic
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I love your vidoes!! not sure it's my pc but your videos are usually always low volume compared to other vidoes

ismailgaleb
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I think that cell size should actually be smaller to increase the resolution of what's shown/hidden as the character moves; otherwise, one would see large amounts of assets showing up all at once. With a higher resolution, "tree by tree" would be showing up, which in the end is more natural. Or am I missing something?

JorgeAndresSerranoArdila
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Fantastic video. I like your teaching style

Ccccc-mitr
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Fantastic video, you are very good explaining this. thank you

balbo
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Thank you very much. Very useful lesson.. Please continue

ArabUnreal
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You need to check the box for prompt convert on open level. It will then let you convert you landscape to partition.

MrLarsalexander
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I feel 10x more confident in soft soft, thanks!

yanovsky
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Wow, that's reminds me Minecraft chunk loading system, really cool!

cheremisenov
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Can you combine this with data layering? Maybe that could add "instances" of each world partition, so if players want to build housing in a space that is already built in, they could choose to have their current world partition phased out/a new one for them to build on? Etc

GES
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Is there a version of world partition, that is following / centered on player, that reaches beyond the world partition edges, to buffer the adjacent "cells" since a players versions radius breaks a world partion barrier before the player does. Or is this handled automatically with LoD, and nanite?

GES