Unreal Engine 5.3 - New World Building Tools
HTML-код
- Опубликовано: 26 сен 2024
- Check out my Multiplayer Survival Game Course:
smartpoly.teac...
Hello guys welcome back to another video. In this video we will be checking out some of the new World Building Tools that are avaible in Unreal Engine 5.3 - Things like the new support for importing Large Landscape Resolutions and also the ability to enable Nanite on Landscapes. We will be checking out some world partition maps. Let me know what you guys think down in the comments below!
LINKS:
---------------------------------------------------------------------------
My Courses: smartpoly.teac...
Survival Game Course: smartpoly.teac...
Channel Membership: www.youtube.co...
Support Me on PATREON: / smartpoly
Buy My Complete Projects: smartpoly.gumr...
Donate: www.buymeacoff...
---------------------------------------------------------------------------
MY PC SPECS & AFFILIATE LINKS
---------------------------------------------------------------------------
Mouse: amzn.to/46WMdjN
Keyboard: amzn.to/3M11SpV
Laptop: amzn.to/3M7kjJQ
CPU: amzn.to/3tKTK6E
RAM: amzn.to/45yvWjW
GPU: amzn.to/3rUGMmm
SSD 2TB: amzn.to/46QcGPS
SSD 4TB: amzn.to/46T10f9
Primary Monitor 4K: amzn.to/3RZxqk5
Secondary Monitor 1080p: amzn.to/3M6X16V
Microphone: amzn.to/3S0aLnx
Audio: amzn.to/3S5z5Vm
Headset: amzn.to/45BeWJP
Check out my Multiplayer Survival Game Course:
smartpoly.teachable.com
Do you upgrade the course content with the new 5.3 features like nanite splines for roads and stuff?
@@goldkat94Do you find the cource helpful? I am thinking of buying it
I want more than anything to be able to create spherical life-sized planets using nanite landscapes. Idk whether or not it's possible with some sorcery but it would change my life if I could get some clear direction on how.
I just spent half a day trying to convert my landscape to nanite because its so big and UE just kept freezing for 15 minutes and crashing everytime. Finaly at 02:55am I realised that if I hide 3 parts of the landscape in world partition, I can convert it to nanite in 4 seperate chunks. I was about to give up after finding no help online so hope this helps someone else out.
The problem people ultimately want solved, deals with huge open world, far view distance, performance, and something like the landmass and water plugins. I want to quickly build/iterate on a world where I can see a distant mountain through the trees in my forest at high fps.
The problem is other one guy.. Lot amateur whitout knowedge thinking that creating profesional landscapes is very easy and this is not the reality.
how is that even a problem
What plugin/asset are you using for the Flying navigation? It looks good.
Looks like marketplace "Superhero Flight Animations"
That was seriously the very first thought I had when I started the video! Thanks for asking it =P
@@shawnboundy3716 Yes. He should have said ahead in his description before posting, because UE is a visual engine. We see something we want/like and want to know what asset it is or how to do it.
(And when I shop, I have this asset-look in mind, so I might not buy others if they dont look as good. But the problem would be if I didnt know what this name is. I didnt confirm if it is Superhero Flight anims - because it also has a particle effect/logic - and thats the part I want most.)
Super stoked about the landscape stuff but i agree with everyone else, i need that flying character.
If you set it up and load it all properly, you can have HUGE maps in UE4... I replicated the entire continent of Iceland in UE4 about 10 years ago. Took me ages to get it imported properly, but it worked... you could walk from one side to the other, in real time... it took days.
yeah, i’ve been able to import massive tiled landscapes in UE4 with world comp, but hopefully it will be the same in 5.3
@@SmartPoly It's possible to do in 5.2, but it can be time consuming. I have a 5.2 project with a roughly 16km by 35km terrain in World Partition, with 1 meter per pixel resolution of the heightmap (it's a 1:1 chunk of the mountains in Los Angeles), but I had to break it up into 7km by 8km chunks and import them as separate landscape actors. They're geometrically seamless, but there's some weird shading at the overlaps. And it's impossible to do any landscape sculpting anywhere near the borders of the actors because it'll break.
how can I import my hometown to be very high definition? its like 2 miles long and 1 mile wide
Just discovered your channel! This content is awesome. Im dipping my toes into game dev as a hobby/side project and I’m loving this so far. Nice and short content which shows what’s possible.
I'm still waiting for EPIC to solve the issue of the lack of Landscape Displacement that we used to have in UE4...
we were able to use texture displacement and paint them with the layers in the map... I really miss that
I like the flying character; nice CoH vibe goin.
The sea foam looks terrific! How did you do it?🤩
You are awesome! Please never stop.
Thanks for addressing the bugginess of enabling and saving nanite landscapes. In my experience, I either crash when enabling the nanite landscape, building the nanite landscape, or saving the nanite landscape. I've gotten around these issues by handling 1 landscape at a time, but this does really throw a wrench into pipeline efficiency.
Very cool, just wanted to render a basic canyon done with Gaea with 8 bigger tiles with 4k textures and it completly killed my 4090 .... Much to learn still.
Can you make a turotial on this flying mechanic? It's be really kool.
what flight asset is being used in the video ??
Great vid! Is that flying character something you made or bought? I'd love to get my hands on that!
Really interested indeed
Same.
Would love to see a tutorial on that flying character as well.
Same, please share some information about that. Bought or build, both would be useful.
"Superhero Flight Animations" Marketplace 😉
hey Smart do you Have a Game course of side scroll Game making like Metal slag and contra ?
form Start to end 🤔
Nanite landscape was announced as experimental in 5.2, but there's no documentation for it and it's hard to use. IIRC in one livestream Epic said that it wasn't really meant to work in-editor, but that it would build the Nanite landscape geometry when you packaged a build. For 5.3 it's just been upgraded to non-experimental, but I suspect it has the same 'build it when you package' idea.
thanks
Hey bro. If you could make a course (or add to this one) a dialogue system with cinematic camera cuts using meta humans, lip syncing, etc. I’m sure you will sell a lot. (The market is saturated with beginner courses. Detailed higher level functions should do well- also leveraging projects Unreal gives away- not reinventing the wheel)
Alot of work is being done horizontally but I need more work Vertically for what I'm building.
what people really want is cool engaging hand crafted experiences they will never forget. this can be don in open worlds too but not infinitely so. i work inside a modified hero engine editor which has had these features forever and i dont have to set them up they just work. i can import giant height maps that span many chunks each chunk equaling 500m ea. when will epic require much less setup for devs...all this stuff could be so much easier for people i now see.
Can you please do a demo of how you got the map in there? I've been attempting it and having trouble. I know you have explained it in here.. but seeing is the way for me and im sure alot of others
Sooo with this cell system is it possible to implement procedural generation for those cells that will build the level with given logic of what should be in each labeled type of the cell (with things inside the cell itself generated in various versions with logic too), what cells should be connected to each other during generation of the level and all that stuff for making Rogue-like games.
How did you update the ocean plugin to 5.3? Do you have a tutorial for how to rebuild plugin for different versions of UE?
Interesting. I'd really like to see what the largest possible landmass sizes are.
whats with in-
editor performance... do you people monitor those things, ever?
or stat detailed perhaps... would make your video 3 times more useful :)
I have this old question: how to set up flat-looping world in UE? Think as"Terminal Velocity" game from 90-ies. Basically, you make a large square map. End coordinates of edges are also start coordiates of opposite edges. Anyone, please? 😀
Still wip untill we reach a mesh density that can show texture displacement. Handling the necessary memory for such vert counts must he the hardest part and its great to see that epic is working on this.
did u make the ability to fly if so can u do a tutorial on it?
am going to get your Multiplayer Survival Game Course on Wednesday guys yall should get it its only 60 as of now thats a good deal to me :)
I wonder which water asset you used in this landscape?
Bro can fly? Like the video xD
do you have rebuild nanites every time you made some changes in landscape?ex I made nanite buil but later sculpted some terrain---wil it have automatically nanites or all over again (probably only that section, region of map needs to be rebuild for nanites)?
Great channel! You dive into all the new changes in UE5, something that I think it missing on the official channel.
Trying the huge landscape thing!
*subscribed*
I cant get any of my tiled heightmaps imported, no matter the resolution. Tried 36x 2017 ones but just getting "invalid resolution"
I love epic game so much but you are right they haven't done enough for water system don't know why. Love to see them do more on waters but then again most things are free at epic so can't complain much tbh 😅
they haven’t touched it since it released in 4.26!!
@@SmartPoly they should contact the guys that make fluid flux or fluid ninja and incorporate it
Hello, at 3:48, you are increasing your landscape to 130k res with 65k components ? Did you successfully imported that ??? Without crashes ?
i wonder if we can have multiple height maps for one world space which render just outside the viewing range on a trigger
during runtime landscape generation
Hey there! I am interested in buying your course and I was wondering if you are going to go through all of those new features in the course.
But once the landscape is nanite its stuck that way? Youd have to revert and rebuild?
Yeah you press the button and it becomes nanite, if you edit after that you have to press it again - and wait...
Please can you create another make a game tutorial with unreal engine 5.3
landscape regiond i hope is for the origin part of it... In FPS games you would get this shaking on skeletal meshes on weapons when to far away from origin...
how big can i go i been working on a project that just uses the real height map of earth. this might be able to solve a good issue
Definitely a very buggy landscape import. The lack of documentation is frustrating. Despite not getting over half my ram eaten up it refuses to import beyond 50x50km. I have managed to import 80x20km though (once). But instead of using the height data it just made a flat heightmap. Also if youre not able to edit layers then I wont use it. Instead I just add components to the desired size and stamp my heightmaps in tiles. This way I get edit layers and as big of a world as I want.
I read somewhere that you can determine the internal (dynamic) resolution of a game with UE if you feed it a lossless recording. Is this a tool/thing possible with UE5? Thanks.
Poly, can the course be followed only with 5.2 and not using eariler version? Will that work.
is your map using the regular UE water system?
Really cool.
@SmartPoly how would unreal 5.3 handle a planet, whatever size it would take to replicate the Everquest map? Obviously with 2023 textures, not 1999 lol. Like 772 km^2 playable space, but the planet would have oceans etc too
+1 is there any plugin that handles sphere planet gravity/travel? Meaning we can transition from flying in space > planet looks round. We get closer until the terrain is visible, and closer til it looks flat. We land. But if we we're on a super fast bike, we can travel on the "flat" land - until we are back at the original landing spot (proving were on a sphere).
Is there anything in UE5 that handles the proper gravity vector for a giant sphere? (Im aware of the Ninja plugin. But not sure if it works on giant terrain planets.)
And I forgot the name of the game, Planetside or something where you can explore countless planets and fly off them. Did that game have this tech I speak of? (Can travel around a planet that acts as a sphere, to eventually get to the same spot. And also fly off it - so it appears as a sphere from far in space?)
@kenalpha3 I've seen planet gravity stuff in the marketplace. And, there's a great video for zooming out from the surface to outer space. Idk about the other stuff, I'm still super duper new to learning unreal engine. But I think it would be possible for all of these things and more
@@GES1985 Thanks. I see there is "Orbit and Gravity Plugin."
But my question is more of how can we wrap a square terrain texture around a sphere - that is large enough (high detail texture) so that the ground appears level (flat) while we're on the planet - yet allow us to travel around the planet (walk until we get back to the same spot) + allow us to fly off in space and now the ground looks round?
So it's related to your OP question, of how big can UE handle for a planet size.
Or does a sphere planet need the texture to be divided into quads or octa (4 quads in the southern hemisphere, 4 above).
And do you know that game I speak of that had this? I forgot the name.
@@kenalpha3 no man's land
@@GES1985 Ty. "No Man's Sky." I needed the name to look up the engine "Havok physics engine."
So it wasnt made in UE. But do you know if that game had what I speak of? (seamless transition from space to landing on planets? And were their planets real, as in able to walk around them? Or did they fake it by switching to a ground level once the spacecraft got a certain distance to the planet?)
I found this discussion that UE would need to "simulate 64-bits floats" [quora .. /Can-we-make-a-game-like-No-Mans-Sky-using-Unity-or-Unreal]
New to unreal. Can anyone tell me how the character is flying so smoothly? Is it something I can download?
so is adding adjacent landscape level possible in the new update
What about performances with Landscape Nanite?!
anything big in this update? 5.3?
How many’s days until the course ends the early access discount?
when the course is finished. Currently I’m halfway through chapter 19 and theres a total of 20 chapters! So pretty soon.
Theres over 220 lectures and 60+ hours of course content and I plan on adding additional chapters / lectures after I finish chapter 20
@@SmartPoly k thanks for the clarification, I assume it will be a day or two so I hope get the money in my account for it!
your map isn't 20 square km, 20 km squared- that's 400 square km.
Nice
Do they have voxel terrain?
Voxel Plugin Pro
ڪيف نحمل انريل انجن 5.3؟
I haven't been able to get landscape material attributes and layer blending working with Nanite landscapes with 5 so far. Hopefully it'll work with 5.3 now. Also using the water plugin with maps over 4k caused crashes and memory problems.
yep landmass / landscape layer edit mode still not updated for large landscapes
Water system!!
Damn, are you a Rust player? lol .. the whole "course" seems to be largely created around the contents of Rust :p
I see you deliberately keep on ignoring questions about the handy flying character you use here. Why not let folk know how you do this? This rude behaviour is going to negatively affect your paid course sign up numbers ;)
Search on the unreal marketplace the term “flying”. You’re welcome.
It is NOT 5.3. It is 5.3 PREVIEW
yes
yeah but it's like if I give you a preview of this knuckle sandwich it's still gonna give you a headache
Why is your voice wavering so much? Are you being held hostage?
Hey, if I used the third person template for your course would it still work the same? I am about to purchase but wanted to make this in third person
Dear Smart Poly,
Thank you for always presenting us with the right content.
Can you please make a video on the future of AR headsets and any update on rdr3 and gta 6
Landscape nanite is perhaps very good in general. And also when considering RVT and VHM (Runtime virtual texture and Virtual heightfield mesh)
But there is NO reason to have long distance details on the terrain because it will be covered with foliage... IRL you never see that much displacement detail on terrain. So it will just be overkill to have that in games...