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UE5 Multiple Landscape Actors

Creating a large open world in Unreal Engine 5 using multiple Landscape Actors.
Copyright ©2023 Demenzun Media. All rights reserved.
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Chapters:
00:00 Introduction
00:23 Advantages
00:50 Creating Tiles
02:16 Import into UE5
06:13 Issues
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TerreSculptor by Demenzun Media
This video was created by Demenzun Media in British Columbia Canada.
Portions of this video may contain free stock content from Pixabay at pixabay.com/
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Videos and Images:
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Пікірлер: 40

  • @kalleskit
    @kalleskit10 ай бұрын

    Once more, thanks a lot for your work, software and tutorials!

  • @rabellogp
    @rabellogp3 ай бұрын

    This channel is the only one that really explains how to deal with UE landscape actors. It's an easy system if you are just experimenting, but it gets very complicated (and even nonsensical) when you need to use it for complex and large projects where quality and performance are critical factors.

  • @demenzunmedia

    @demenzunmedia

    3 ай бұрын

    Thanks! I have a new video coming soon on the World Partition Changes in UE5.4 as compared to 5.0/5.1/5.2/5.3. Epic has changed a few things. I also have a video coming on Creating Optimized Landscapes for UE5.

  • @rubenwinsjansen7558

    @rubenwinsjansen7558

    2 ай бұрын

    ​@demenzunmedia can't wait! I am currently trying everything to get above 16k, but it looks like the method in this video is the only way right now. The ekstra tiles just gets flat when I try to import anything over 16k

  • @demenzunmedia

    @demenzunmedia

    2 ай бұрын

    @@rubenwinsjansen7558 - World Partition will do up to 32641x32641 with Edit Layers disabled if you have a computer with sufficient GPU memory so that UE5 doesn't crash. If you require Edit Layers for terrain editing though, you are stuck at 16321x16321. I have imported up to 32k with no problems, but I have a large workstation. You also shouldn't use tiles with World Partition importing, especially World Composition size tiles (4033xN 8129xN etc), or it won't work, it pads the tile size to a World Partition size and could cause import problems. It wants a single large heightmap in the size that is correct for the WP mode. If you have TerreSculptor, it has a proper size list for World Partition mode so that the heightmap can be cropped or resampled to the proper size.

  • @jfour6591
    @jfour65912 ай бұрын

    Great channel and videos, was in my feed today. Keep up the great work, subbed!

  • @ChuckWilsonWilsonsStudio
    @ChuckWilsonWilsonsStudio10 ай бұрын

    WOW .... This is it, I bet this is what Epic wants to polish up and get working flawlessly, as always just amazing... good job!

  • @ArsBeneVivendi
    @ArsBeneVivendi3 ай бұрын

    thank you for this and other very insigtful,deep tutorials. Lot of effort,testing in them,really appretiate them. Just wanna say thank you seeing you plan (or already did) to quit this channel because of some criticism.It's really sade,thanks for your materials

  • @demenzunmedia

    @demenzunmedia

    3 ай бұрын

    Thank you. I have decided to take a course in how to do better narration for videos, since I get so many complaints about my speaking on these videos. I get so many negative comments that I started just deleting them as they clutter up the conversations. Once I have completed that video narration course, hopefully my speaking will be better, and I will continue creating more videos for the channel. I still have a lot of Unreal Engine, Unity and Godot videos to add, plus more videos on new features in the TerreSculptor software. I already have two new videos coming soon, which have no narration, so they will be easier to complete.

  • @ArsBeneVivendi

    @ArsBeneVivendi

    3 ай бұрын

    @@demenzunmedia It's fantastic to hear you didn't gave up. Your channel for sure isn't one of these fancy, more entertaining way of sharin knowledge.Yep,looking some of them too, some great stuff there too. BUT I found your channel one of the most informative in topics you are talking about. And THAT"S exactly what I and many others I think search. Not simple and funny ,surface toys but going deeper. Didn't have time to check many others of your vids BUT sure gonna find here lot of valuable infos. BTW- have you thought,considered making some videos about PERFORMANCE and OPTIMISATION? Maybe you will have some interesting ideas, things to look out, to talk about. Cause for examples there is lot how to do fancy, shiny landscapes with ultrarealistic ,advanced landscapeautomaterials but almost NOBODY says later how it will perform later. Not talking about filling that huge scene with all meshes,foliages,trees etc. Already watched your NANITES analyse and almost sure I wont go this way. OFC if somebody has top spec ,kind of NASA PC and thinking about making game for other highend PC's users-there you go,NANITES ,MEgascans and MEtahumans, sky is the limit;) But if you work on a PC with at most medium spec, and consider making sth that will be able to run on such specifications (or even lower with ofc lower quality settings) the OPTIMISATION is first you have to think and plan, from day 1.

  • @demenzunmedia

    @demenzunmedia

    3 ай бұрын

    @@ArsBeneVivendi - Thank you. Yes, I would like to do some videos on creating optimized Landscape systems for various game types, and how to design the terrain to run on the common Steam Survey average computer. I get asked those questions a lot by people doing serious indie game development. Most people who are just starting out with UE5 start with trying to design a 100km x 100km 1-meter-spacing world that they believe they will fully populate with foliage and buildings. But running that will require an 8-Core 64GB RTX-3080 system at least. I do have a number of computers here of various hardware levels, that I can test different UE5 terrain designs on, and give full performance information regarding the results. I will work on some terrain designs and start collecting the performance data.

  • @ArsBeneVivendi

    @ArsBeneVivendi

    3 ай бұрын

    @@demenzunmedia that's great to hear.Take your time - anyone who appreciates your work will patiently wait for these data, including me OFC ;) I also think about some game project and that landscape perfomrmance is ofc one of priorities to plan ahead, not to cry and to pull hair out after months of creting "pretty" but unplayable level. Think that 4x4km (max 5x5 using some exterlan heightmaps from terrainmaking software or even reallifee data) it will be more than enough for a single person AND it should be managable for medium hardware (16-32 GB, 8GB GPU).OFC I think of using low to medium poly models and probably stylised graphic (for easier models and textures),not MEgascans and other hyperrealistic models and textures

  • @demenzunmedia

    @demenzunmedia

    3 ай бұрын

    @@ArsBeneVivendi - Thank you! I will be working on getting the next videos out soon. 4km x 4km is a lot to correctly fill up with content and gameplay action.

  • @yujack5910
    @yujack59104 ай бұрын

    Hello translator, blogger. I really like your professional commentary video tutorials and UE5's world partition tool. I would like to ask if the open world tool has made significant improvements in version 5.4? Because in roadmap, it seems to mention updating the content of the world partition

  • @demenzunmedia

    @demenzunmedia

    4 ай бұрын

    UE5.4 isn't released until at least late April 2024. It is currently available in Preview 1 only, so any features should not be assumed to be in the final version, and significant changes may be made before release. So because of that I cannot yet comment on whether 5.4 will have any significant open world features. I have not seen any significant World Partition features mentioned, although a lot of the 5.3 World Partition crashes seem to be fixed in 5.4 Preview. The main new features for 5.4 include Nanite updates and Animation Tool updates. Once the final 5.4 releases, I will be checking it out to see if there are any new Landscape features.

  • @T1mothyTee
    @T1mothyTee10 ай бұрын

    But could one procedurally place these? So that the terrain runs infinitely. Thanks for the video

  • @demenzunmedia

    @demenzunmedia

    10 ай бұрын

    The world origin would have to be moved with each Landscape placement, otherwise you are going to eventually run out of world space to procedurally place the Landscapes. And the origin movement would probably hitch as all of the assets are loaded for each new Landscape, requiring that a loading screen be used between each placement. The World Composition system already basically achieves this, so that would be the way to accomplish that right now.

  • @T1mothyTee

    @T1mothyTee

    10 ай бұрын

    Thanks for the advice! Is world composition same as world partition? @@demenzunmedia

  • @demenzunmedia

    @demenzunmedia

    10 ай бұрын

    @@T1mothyTee - They are two different methods for creating large open worlds in Unreal. They use different methods of importing heightmaps, and different dialogs for setup. There are video series for both of them on this channel.

  • @GalaxyVisionAI
    @GalaxyVisionAI9 ай бұрын

    It appears that 5.4 will have a new landscape/terrain system that aims to solve many of the issues creating gigantic worlds

  • @demenzunmedia

    @demenzunmedia

    9 ай бұрын

    The new terrain system is not specified as being released in UE5.4. It is only on the "Forward Looking" Roadmap which just means that it is a future feature. We won't know what version of Unreal it will ship in until they release a statement with the engine version. The Roadmap page states that the items listed do not specify a release time. The new terrain system may not release until 5.9, or 6.0 or even 6.5. The Epic page is a list of future features in the development queue with no specified release time.

  • @demenzunmedia

    @demenzunmedia

    9 ай бұрын

    Here is the link: portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/94-forward-looking

  • @DronX_
    @DronX_3 ай бұрын

    Open world map do something similar automatically, you can choose the distance to see parts of landscape

  • @loupeia16

    @loupeia16

    20 күн бұрын

    what are u meaning?

  • @HixxyDubz
    @HixxyDubz6 ай бұрын

    sorry i just cant get over your overly exaggerated voice, its like you are speaking to us like a child lol

  • @demenzunmedia

    @demenzunmedia

    6 ай бұрын

    Don't worry, I stopped making videos because of the complaints, sorry that I can't afford a professional narrator, but you won't have to put up with it any more as I quit doing videos.

  • @HixxyDubz

    @HixxyDubz

    6 ай бұрын

    its just criticism, you dont need a narrator you can do just fine its just criticism on how you present your video, you can take the criticism or not its up to you but if you quit thats on you man.@@demenzunmedia

  • @demenzunmedia

    @demenzunmedia

    6 ай бұрын

    @@HixxyDubz- Every 4th or 5th comment on my videos is "your voice sucks" and "I can't watch your videos because of your voice". I usually delete the comments because they don't contribute to the channel. But I get those types of comments all of the time. So if everyone hates my videos, why bother creating new ones? Why should I waste hours of my time figuring out Unreal Engine features and presenting the information just to be told that I suck? This is how I speak, I can't help what voice I was born with. There are other Unreal channels that are way worse quality audio and video than mine, but people aren't attacking them every day. So you can all figure out Unreal by yourselves.

  • @HixxyDubz

    @HixxyDubz

    6 ай бұрын

    you need to ignore those comments, only listen to the constructive ones, this is the internet after all and you wont find alot of people being extremely nice to you, but if thats your attitude then by all means quit, its your life and im not here to tell you otherwise.@@demenzunmedia

  • @demenzunmedia

    @demenzunmedia

    6 ай бұрын

    @@HixxyDubz- I started my channel 7 years ago. I have virtually nothing for subscribers, no where near what other Unreal content channels have. I don't get ad revenue even though KZread plays ads on my videos. Every fourth comment is telling me that my channel sucks. Apparently people don't want the videos and information that I have been putting up. Apparently the content is not what people like or the quality isn't good enough. So why kick a dead horse? I have better things to do with my time instead of pouring it into a failure that people don't like or want. I typically spend 2 to 4 days working on each and every video, with the research and script writing and recording and editing, for free. And going by the feedback that I get, and the lack of subscribers, people simply don't want what I have put online. So I have moved onto other projects that actually have returns.