I am really impressed that as well as writing and performing reasonably good stand up routines, James Acaster also makes solid UE4 tutorials like this.
@Zeberence3 жыл бұрын
This is hilarious
@heliotek12123 жыл бұрын
Glad I finally found a tutorial about how to make a giant open world that actually makes sense.
@mingyenwu96213 жыл бұрын
Thank you for demonstrating how the world composition works.
@JeremySeiner4 жыл бұрын
Wow! This makes so much sense. Thank you for explaining this so well. Currently going through your "create your first game" series. Thanks for making all of these incredible videos.
@xrecruit4 жыл бұрын
Holy crap! Usually the tutorials are either slow, too fast, unclear making it a bit difficult to get and remember. This just watching it once I can stream my levels....kinda probably should have watch the video to the end before writing this
@expstealer64034 жыл бұрын
Question - you've covered level streaming for optimization purposes. But, what about origin shifting? As in where your map is so big that objects have to move so far away, all those float precision glitches start to show. How do you use it for that? And can you have multiple persistent levels? If not, how'd you handle having several different levels, all of which have to use world composition?
@CommanderColson3 жыл бұрын
enable world rebasing
@CaliberLofi3 жыл бұрын
How do I stop my player from spawning before the levels load?
@WOLFNightwolf8 ай бұрын
@RyanLaley my apologies if you already have a video explaining such a thing But this method seems Superior to world partition and possibly Level streaming my understanding of these topics Isn't much yet but a video explaining which methods are better for what reasons would be Excellent in the way you explain things and typically show them I'm sure ill soon find it but I'm curious what video you made after this when you said 17:36 about Rebasing but again im sure ill soon find it before you see this in your mountain of comments :)
@Damien420Cross4 жыл бұрын
This is aamazing. Thanks so much!
@SkSafowan11 ай бұрын
What a tutorial Thanks a lot man!
@fromaggio76543 жыл бұрын
Thanks Colin Firth!
@LumberingTroll4 жыл бұрын
Great video, short and concise. Appreciate it!
@AdireetiVlogs3 жыл бұрын
hi, why i have to load levels every time when i open ue4 and after when i load levels in which their is player stater is placed it crash every time i can load plz help to solve this issue
@kevgm4 жыл бұрын
I was wondering how you did this on UE4 but I couldn't find any tutorials on it, this is amazing content, thank you!
@PhatNguyen-cu2bx3 ай бұрын
Can I use this method to create a massive map instead of using a paid World design app to tile the landscape?
@jaymike50624 жыл бұрын
When I create adjacent lanscapes..it's throwing a ton of errors about overlapping components
@msinclaircorp45712 жыл бұрын
Thanksss for sharingg, very explained, thanks, you the Best!!!
@1AnimeFinder3 жыл бұрын
what about saving your game with World Composition and loading your game???
@GBTC20114 жыл бұрын
When I try to add an adjacent level, nothing happens. The only thing I did differently, is using a height map on my main level, is that the issue?
@Ruumablood3 жыл бұрын
It wont let e copy it like that theres no option... any help??
@GBTC20114 жыл бұрын
The icon for the mini map isn't there. Version 4.24
@Xegethra4 жыл бұрын
Yeah I don't see it anywhere either.
@svens37222 жыл бұрын
could someone please tell me where to put the materials? i have 9 levels and the first level is a landscape, the other ones are just landscapeStreamProxys. i hope thats right. i put the material on the landscape and for the other ones which are only Proxys i put it there right? and it is possible to use more than one Landscape Material to use it on a tile?
@samuelkilik82334 жыл бұрын
how do we change the size of the second map
@home-dream-records13993 жыл бұрын
I have a question about the OpenWorld stuff in Ue4. I work also with the UnrealEngine and started a little rashly and worked my way forward and forward... I have a huge landscape with lots of forests, streets, small villages and everything that goes with them like lanterns, forest paths, benches, little stones and all that small stuff for more realistic looking. Now the problem is that I did NOT work with the level function from the start, but only with culling distane. I know that this is not good :/ For me, this applies to foliages as well as brushes / fixed objects such as interior fittings etc. In your opinion, is it still possible to divide the huge landscape into levels? With everything that's already placed on it? Does the engine recognize this and automatically hides the objects standing / placed on it or should I start from the beginning, first divide the landscape in seperat levels and then start building on it? I hope there is a workaround without having to start completely from the beginning. Do you have a tip for me? That would be absolutely amazing! Of course, I sorted everything very carefully and packed it into folders in the Details tab so that I have an absolute overview. I hope you can give me a tip. Gradually it becomes more and more clear to me that I can't avoid levels in order to make the whole thing perform well. Best Regards !
@home-dream-records13993 жыл бұрын
thx for all that informations. Yea its one level. Okay a guide ? thx that would be awesome !
@delsin26693 жыл бұрын
Hey Ryan, whenever I try to place a Player Start capsule, it says it will place the actor out of bounds. Any idea how to solve that issue?
@johnline4 жыл бұрын
great tutorial, so to the point and digestible compared to the 1.5hr ones
@timsonss4 жыл бұрын
You are talking about UE4 Official channel right?
@yozzahughes39394 жыл бұрын
Great video dude
@mrconcept3 жыл бұрын
excellent tutorial thank you. Just wondering how do you go about increasing the are of the yellow bounding box?
@unrealdevop2 жыл бұрын
Say I'm getting constant GPU Hitching with World Composition...at first I thought it was my foliage but I set my View Distance Scale to 0 so it wouldn't render the foliage and yet the hitching continues....
@unrealdevop2 жыл бұрын
So I solved the GPU Hitching by reducing my tile size and using LOD's so the landscape can still be seen from a distance.
@i.sebastian.c65634 жыл бұрын
Thank you. Great video!
@tehf00n3 жыл бұрын
If you want a system that doesn't require you to keep your sublevels loaded, or in the same folder, check out the "Latent Streaming Level Node for UE4" on gumroad. It has a project with an example and a new node to latently load levels so you can deal with hitching.
@tehf00n3 жыл бұрын
I built an infinite world comp. It needs some floating point fixes along the way but I once let my char drop through the levels for over 2 hours whilst I went out and when I came back it was still falling, albeit with some fp errors that I fixed up later.
@adrienthibault20823 жыл бұрын
Is there a way to rotate the World Composition map? I kind of made my map upside-down...
@GBTC20114 жыл бұрын
Once a level has been created, how can you change the streaming distance from 50,000 to something else?
@k00k4 жыл бұрын
Can you load a World Composition at editor startup with all levels loaded?
@willlham14 жыл бұрын
Thanks again Ryan. Just a quick one. Can all users have all of the levels loaded? For example if I'm working on the village level and editing it can I have map4 loaded under it and somebody else have map4 open and be editing it at the same time? If it's checked out of source control it would obviously be old data but we can still use the same map in our editor. I'm using version 1.0 and he's creating 1.1 etc.
@TheHalicarnassis4 жыл бұрын
Great tut, but quick question; how does this affect enemies on the map? Mine only seem to attack me when they are on the Persistent Level.
@digital_syanidetv45524 жыл бұрын
So I have a question when I add grass and such since I will Be using a procedural does it create its own folder? And do I just do it the exact same way
@Deck_Dynasty4 жыл бұрын
I've used UE4 for years and just assumed there was no easy way to make landscapes sync up at the edge. It seems so obvious in retrospect. How did you find out you need to make the landscape a child of the other in world comp?
@SoftYoda4 жыл бұрын
Can this be used for city to trigger the apparition of à street when you enter a trigger volume ?
@CasperLind14 жыл бұрын
did the excat same got a different result....
@SweBobban4 жыл бұрын
I have another query. I have implemented a day/night cycle, but when it's night the directional light shines through the landscape, and it looks really weird. I have set the 'Shadow Two Sided' to true under 'Lighting' in the Details panel, but that didn't help. Even tried setting my landscape mat to two sided, but unsurprisingly that didn't help. I have tried setting static meshes under my landscape but that doesn't help either, and even if it did it wont help if I have elevated landscape at an edge.
@Lostazzol4 жыл бұрын
Hi, a little late but i managed to do that by simply disabling the light that comes from the sun once it sets under the horizon and then re-enabling it once it pops up the next morning
@Gabrong4 жыл бұрын
Great explanation, thanks.
@IWillYeah4 жыл бұрын
Maybe a tutorial for world composition's origin rebasing in co-op multiplayer (listener server)? It hard to find solid material for this topic and the ue4 community seems quite interested in this subject over the past year.
@ensaredits32004 жыл бұрын
Epic stated right now world origin shifting is not supported in the multiplayer games
@norm11804 жыл бұрын
you should make another tut where u import a tiled landscape and set up world comp for it
@MrCveedub4 жыл бұрын
Hi Ryan, what is it that triggers the loading of the levels? Is it the player character? The player's camera? What if the player is possessing another pawn and the player's camera and collision are disabled?
@RyanLaley4 жыл бұрын
Its the camera
@MrCveedub4 жыл бұрын
@@RyanLaley So a controlled pawn that is not the player should trigger it as long as their is a camera right?
@decorix4 жыл бұрын
@@MrCveedub Hi, I've also done the tutorial, but every time I lstart my project nothing is loaded like the landscapes. Do you perhaps have any idea ? thanks.
@MrCveedub4 жыл бұрын
@@decorix I haven't done this tutorial but I would make sure that your starting landscape exists in the persistent level?
@decorix4 жыл бұрын
@@MrCveedub I know, but I saw you're post asking about the camera. Right. I have the Persistenlevel, but map1,map2,map3,map4 are below the Persistancelevel. Can I move them? or How do I get them into the PersistentLevel? that might be causing it :-( Thanks
@thebearprinter13323 жыл бұрын
Awesome tutorials, all of them I have watched are easy to follow and implement. I watched your Steaming Level tutorial before this one and in that one you mentioned that the persistent level could have ground and walls, so they are loaded in before player spawn.s My question is, in world composition would this be the same, would you put ground or level it empty?
@Vohaul2143 жыл бұрын
I don't know if you found an answer but here is what I've learned. Whatever you put in the Persistent Level will always be loaded. Anything built in Persistent Level ignores the level streaming bounds. So if you built an area for the player to spawn in, in your Persistent Level it would always stay loaded even if you character moved outside the streaming bound. If the player could have line of sight to it they would see it floating in the middle of nowhere because everything in-between would be unloaded.
@yozzahughes39394 жыл бұрын
yes ryan my man!!!
@fricw4 жыл бұрын
in the patreon link is a dot at the end, so the link doesn't work
@stefanleroux87504 жыл бұрын
Awesome tut. Thanx. Just one question. This is on one pc. How do , say three persons on 3 seperate pc's work on this world composition. Not all can work on same pc. And lets say one of those persons working on game is in a nother town? Hope this makes sense.
@anguswalker21014 жыл бұрын
Unless you mean while playing the game, this can be done through setting up Source Control - docs.unrealengine.com/en-US/Engine/UI/SourceControl/index.html Hope this helps :)
@t3hpwninat0r4 жыл бұрын
Remember each of the levels is a different file so source control works really well here for merging changes done by different people, provided they don't modify eachothers files
@willlham14 жыл бұрын
There is a plugin called multiuser editing also. You can create a session and have people join you. For beginners I've seen recommendations of using Dropbox or Google drive as a potentially free source control alternative. You may need to pay to upgrade the space. I'm aiming to test this soon with a couple of friends so I may come back in a few weeks with an update. docs.unrealengine.com/en-US/Engine/Editor/MultiUser/QuickStart/index.html Source control is purpose built so if you can use it and afford it I would go that route. If using Dropbox etc you could have your other users upload only changed files to the storage. Again this method may not work but if it's free it's worth a try right?
@anguswalker21014 жыл бұрын
@@willlham1 Yes, I believe multiuser editing is also great. I haven't used it myself, but it looks great from what I have seen. Especially good for real-time collab
@DRAWKCABLLA3 жыл бұрын
my character keeps falling through the landscape
@SweBobban4 жыл бұрын
Can you get this to work with a co-op game that is not using dedicated servers? I simply want to make a game for me and my friends to play together where someone hosts it on his/her computer and the others join. Right now I have to downscale everything to make the map feel bigger.
@IWillYeah4 жыл бұрын
You could try a 'listener server' which makes one client (player) as a host. It's similar to how P2P works, no central/ dedicated server needed. The feature is built into UE4.
@SweBobban4 жыл бұрын
@@IWillYeah I think I did try it, and it didn't work. I might've done something wrong, of course, but in that case I don't know what I did wrong. I've tried to research this topic but to no avail yet.
@judgeofthedamned88314 жыл бұрын
thx. You sound like James Acaster.
@CasperLind14 жыл бұрын
my UE only crashed 4 times doing this with a 7x7 world...
@Restart-Gaming3 жыл бұрын
World Composition has been discontinued from what every one has said on discord
@Maveric44693 жыл бұрын
I am running the most current version 4.26.2 and it is still very much a present feature. Not sure what would replace it
@AlFredo-sx2yy Жыл бұрын
how can it be discontinued when the improvements of world composition are one of the main selling points of ue5?
@LodeMake5 ай бұрын
thank you very much iam arabic and the arbic tuturiol is very bad in sound in all thing but you are good in evry thing thank you ❤
@GBTC20114 жыл бұрын
Why don't you reply to anyu of the comments people leave you? You want people to support you, but you ignore them.
@RyanLaley4 жыл бұрын
I get hundreds of comments a day...can be tricky to reply to every single one