How to use sub-levels to better organize your Unreal Engine 3D Environments!

  Рет қаралды 18,218

Thiago Klafke

Thiago Klafke

Күн бұрын

Learn how to organize your environments better by using Sub-Levels in Unreal Engine.
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Пікірлер: 38
@atlanteum
@atlanteum 9 ай бұрын
I spent years looking for the clarity found in this short video. It might be helpful to mention that the Persistent layer sees only one Sublayer deep [it will not load the sublayer OF a sublayer], but other than that, the information & insight you have provided here is pure gold. Thank You -
@allanp.2047
@allanp.2047 Жыл бұрын
I have some passion on organizing things kk, was doing on the outliner with folders before, but really liked this method of using layers.
@chagaze7199
@chagaze7199 5 ай бұрын
just 2 words for showing me this functionnality i didnt know : THANK YOU !!
@mrxcs
@mrxcs 7 ай бұрын
To convert a WP Map to one without it, create a new blank level, copy all the stuff except WP stuff. Update: From 5.3 forward, you can now disable World Partition.
@yuezhang5551
@yuezhang5551 Жыл бұрын
Thanks, Thiago, seems we do have to keep up pace with recent UE updates, great tutorial and tips!
@mrxcs
@mrxcs 7 ай бұрын
Well I came for totally different reason, but now I'm buying you course, it's awesome.
@ChristopherFranko
@ChristopherFranko Жыл бұрын
So what are the general things you would group together? Would you group together… all the doors? Or make a sub level called “walls” or would meshes be a sort of generic level. How granular should you go with this level of organization. Say I had a 3 story house. Would I put each floor on its on sub level? I guess what I’m asking is what is a best practice for this? Are there any kind of principles to guide me or like a style guide?
@TKEnvironments
@TKEnvironments Жыл бұрын
I prefer to organize by actor types, for example, architecture, lighting, props, decals, backdrop, blueprints, etc… so it’s easier to toggle things on and off. If you want to toggle parts of the map using blueprints, then you can divide those further too
@ChristopherFranko
@ChristopherFranko Жыл бұрын
that makes sense! tyvm@@TKEnvironments
@Dhieen
@Dhieen Жыл бұрын
There are some shortcuts: when you select an object in the viewport: M to select its level and be the active one, and when you want to move an object to the active level: ctrl + M I always mess my objects when im doing the scene but i clean at the end
@romanbruni
@romanbruni 3 ай бұрын
super interessante... ! sorrisos desde o Rio
@bobo9159
@bobo9159 Ай бұрын
Thank you; I have now discovered a new feature.
@VISDE
@VISDE 5 ай бұрын
Hey Im having issue that I cannot create any folder in my sublevel. Never had this issue before, I disable world partition and even try reinstall unreal engine it self, and nothing work. Im using 5.4.4
@YahiyaJasem
@YahiyaJasem Жыл бұрын
Great video ma man! ,, keep 'em coming!
@BigbearDev
@BigbearDev 11 ай бұрын
Hi! thank you for the content. 1 question: can we bake light on sub levels? and how we can do it? I tried to bake light but every time when finish baking all levels it says that light need to re build but I didn't moved any mesh or light.
@TKEnvironments
@TKEnvironments 11 ай бұрын
It does work, but indeed it gets a bit confusing. If I remember correctly, you have to start the bake at the "persistent level", with all the layers you want to bake visible. The unreal engine manual should have the answer :)
@BigbearDev
@BigbearDev 11 ай бұрын
@@TKEnvironments thanks for reply! You mean I need to make all levels visible and bake light? But what if they have different fog , sky light and all other effects?
@TKEnvironments
@TKEnvironments 11 ай бұрын
​@@BigbearDev Not sure what you are trying to do, but seems like you need to use lighting scenarios. Would be best to post your specific case in the unreal forums and see if someone has a better answer, or read the manual to try to understand each problem you are having one by one and come up with a solution that fits your specific need.
@SimonSlav-GameMakingJourney
@SimonSlav-GameMakingJourney Жыл бұрын
Cool material, is it available anywhere?
@TKEnvironments
@TKEnvironments Жыл бұрын
Which part?
@SimonSlav-GameMakingJourney
@SimonSlav-GameMakingJourney Жыл бұрын
@@TKEnvironments The one on the walls that has meters on it :)
@TzarElemag
@TzarElemag Ай бұрын
When I put the landscape and the foliage in a level like that all of them dissapear.
@VideoMonk.
@VideoMonk. 11 ай бұрын
THANK YOU SO MUCH
@MerlinPerry
@MerlinPerry 8 ай бұрын
Would this allow you to make multiple section of Foilage with the weight painting control? I'm making a large garden with many different and unique areas. I'm having trouble finding ways to make different paintable foliage actors for different parts. Currently doing everything inside just one stand alone foliage actor and I cant seem to find a process where I can have multiple and be able to weight paint them individually.
@TKEnvironments
@TKEnvironments 8 ай бұрын
I have no idea :) I never worked with foliage in Unreal...
@MerlinPerry
@MerlinPerry 8 ай бұрын
No worries thanks anyway!
@abdallah.3D
@abdallah.3D Жыл бұрын
hello sir. lm really looking forward to get your environment master class. do you have any advice for me before getting in to it?❤ and can I have a mentorship with you in the future?
@tylerscott3192
@tylerscott3192 Жыл бұрын
Hello its me again. Is there a way to do this and have all of your collision on a seperate sub level? if so could you do a tutorial on that too?
@TKEnvironments
@TKEnvironments Жыл бұрын
Hey! I can't see what's different than having only collision or having only lights or having only staticmesh etc... i don't think the system cares. The navmesh stuff will still be in the persistent level though.
@larabatech1200
@larabatech1200 11 ай бұрын
tank youuuuuu
@degasjan8411
@degasjan8411 Жыл бұрын
Hi ,will this increase the loading pressure on my game scene?
@TKEnvironments
@TKEnvironments Жыл бұрын
Not by itself, its just a way to organize the work.
@tylerscott3192
@tylerscott3192 Жыл бұрын
Does this help with preformace as well?
@TKEnvironments
@TKEnvironments Жыл бұрын
Depends on how you use it, you can make it worse or better :) With sublevels you can stream parts of the map in and out (which is good for larger maps). Its just a way to organize the level, by itself doesn't have any perf cost (or gain)
@tylerscott3192
@tylerscott3192 Жыл бұрын
@@TKEnvironments yah most of my levels are pretty small. and most of the map can be seen from every area. Can you still break it up or would a portion of the level be blank if you are not in the volume?
@TKEnvironments
@TKEnvironments Жыл бұрын
@@tylerscott3192 the sublevels have two modes: always loaded or blueprint. If you have always loaded they will always be loaded no matter what. If you choose blueprint then you need to use blueprints to turn on or turn off the level
@azizbnb
@azizbnb 4 ай бұрын
Can it be called in variant manager?
@TKEnvironments
@TKEnvironments 4 ай бұрын
Try it and find out :)
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