Unreal Engine 5.4 - Landscape Regions Explained (Location Volumes)
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- Опубликовано: 9 фев 2025
- This video explains a little more about landscape regions and what they actually are! They are actually Location Volumes. I show how you can create your own if the import goes wrong!
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The Location Volume Actor definitely exists in UE 5.3. Based on its description as a way to refer to a volumetric space (that is, an Actor to contain a Brush), I have used the Location Volume in 5.3 to identify areas for specific behavior in my PCG graphs. (There is a PCG Volume that is often used as the PCG's boundary, but I use the Location Volumes *within* that space, for things like exclusion zones.)
Interesting. Its cool seeing what people are able to use them for. It does seem they are mostly for 'optimising the design process' mostly. But I've been looking to see if they can be used for certain map mechanics. No idea though, just a thought.
@@mootzartdev From what I've seen so far, I think you can use them any way you like. The documentation for the Location Volume Actor specifically says they are for defining a location in a map -- it says nothing about landscape-specific intent, or at least it didn't the last time I read it. Now, it could be the documentation is incomplete here, but I've not encountered any landscape-related problems with my use of these for other purposes. YMMV.
The larger the landscape regions, the more they take up video memory. A lot is better, but small regions.
This is good to know.. I'll need to test that out. So you have seen a drastic reduction if the region's are much smaller with the same size landscape loaded fully ? As a example ?
@@mootzartdev The landscape should not be fully loaded. Only one region should be loaded. You need to use HLODs to avoid loading all regions of the landscape.
Oh right. Yeah I know that. That's nothing to do with this video. @@tarasvideograf713
Can you make the regions smaller? Also show the unloading/ loading when player move? And HLOD?
@@astralstormgamestudios1259 yes you can. I could show in the next video. I have 5 videos planned and HLODs is the next one I believe.
it does not scale the same most likely because the brush setting is different, in the details panel there is a section brush setting and there you can set the size of box (x y z)
Sorry i didnt notice this at the time. Yeah you are likely correct.
I use UE 5.5 now. Is it a problem if i delete those Landscape Regions ? is affecting in any way?
I think they are purely just tools for loading proxy/tiles.. And you can add them like i have and they seem to work the same. So no issue deleting. I dont think.. but they are handy to have sometimes.
So no need to worry about them at all,try to use at all if working solo?
At the moment not really.. but they may become more important as time goes on.
Has anyone gotten procedural foliage to make HLODs? i don't think this was even possible in previous versions of 4.x but it's worth a shot asking if epic intended for Foliage Instances to be HLOD-able
rn I just have them assigned to an infinite streaming grid
What is the world region size in the landscape creation window? Like default it's set to 16.. what happens if I set it to 64? Or 32? .. because in my world partion map, the regions displayed there, doesn't cover my landscape, but in the level viewport the whole landscape is covered, shine some light?
The number represenrs the amount of components that go within it on setup I'm pretty sure.
I've never heard or seen the issue you describe though. It must be a really bad bug, if you can see something different to you world partition map vs your level editor. I would take screenshots and post on the epic forums. As they should shoe the same.
You can manually add the region's to check that again though.
@@mootzartdev I Figured out the region size set up . If you have 32 in size on a 8k, It makes 4 regions covering the whole map.. If you choose 8, it creates 8x8 regions on the whole map. The "bug" I was having disappeared