Duration 8:25

Unreal Engine 5.3 - New World Building Tools

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Published 30 Jul 2023

Check out my Multiplayer Survival Game Course: https://smartpoly.teachable.com 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: https://smartpoly.teachable.com Survival Game Course: https://smartpoly.teachable.com/p/unreal-engine-5-multiplayer-steam-survival-game-course Channel Membership: /@ SmartPoly/join Support Me on PATREON: https://www.patreon.com/smartpoly Buy My Complete Projects: https://smartpoly.gumroad.com Donate: https://www.buymeacoffee.com/smartpoly --------------------------------------------------------------------------- MY PC SPECS & AFFILIATE LINKS --------------------------------------------------------------------------- Mouse: https://amzn.to/46WMdjN Keyboard: https://amzn.to/3M11SpV Laptop: https://amzn.to/3M7kjJQ CPU: https://amzn.to/3tKTK6E RAM: https://amzn.to/45yvWjW GPU: https://amzn.to/3rUGMmm SSD 2TB: https://amzn.to/46QcGPS SSD 4TB: https://amzn.to/46T10f9 Primary Monitor 4K: https://amzn.to/3RZxqk5 Secondary Monitor 1080p: https://amzn.to/3M6X16V Microphone: https://amzn.to/3S0aLnx Audio: https://amzn.to/3S5z5Vm Headset: https://amzn.to/45BeWJP

Category Gaming

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Comments - 105
  • @
    @SmartPoly10 months ago Check out my Multiplayer Survival Game Course:
    2
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    @kalex077 months ago 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. ... 28
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    @codymccarty93279 months ago 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. ... 12
  • @
    @notroMcS9 months ago 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. 1
  • @
    @GoodguyGastly10 months ago Super stoked about the landscape stuff but i agree with everyone else, i need that flying character. 4
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    @svs46629 months ago 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 ...
    4
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    @kenalpha310 months ago What plugin/asset are you using for the Flying navigation? It looks good. 21
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    @michaelcuneo974610 months ago 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. ... 24
  • @
    @LordNorthern9 months ago 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
  • @
    @Coulter_Rethink-Viz4 months ago 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. ...
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    @JohnDowson1008 months ago The sea foam looks terrific! How did you do it?🤩 3
  • @
    @fjb66610 months ago I like the flying character; nice CoH vibe goin.
  • @
    @TheSilver81210 months ago 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? 1
  • @
    @KapilRana-ei5wd10 months ago 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
    1
  • @
    @TriInfinity10 months ago 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. 3
  • @
    @danielmojojohnson116910 months ago 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 1
  • @
    @qeveritas93193 months ago 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)? ...
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    @whiteoscreen238310 months ago hey Smart do you Have a Game course of side scroll Game making like Metal slag and contra ?
    form Start to end 🤔
    2
  • @
    @sarahlynn780710 months ago Interesting. I'd really like to see what the largest possible landmass sizes are. 2
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    @Majestic_Graphics10 months ago what flight asset is being used in the video ?? 1
  • @
    @kellowattentertainment10 months ago Can you make a turotial on this flying mechanic? It's be really kool. 2
  • @
    @Drakmour66610 months ago 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. ... 1
  • @
    @UnchartedWorlds10 months ago Poly, can the course be followed only with 5.2 and not using eariler version? Will that work.
  • @
    @tony-ry3li10 months ago 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.
  • @
    @mootzartdev9 months ago 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 1
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    @laurensdesmet7010 months ago The Landscaping plugin that's currently still for free this month (aka today) helps with loading huge landscapes into UE5. Could be useful for further experimentation if you want to easily get some different sized test environments in. In and of itself it does a great job creating huge landscapes that are traversable in real time, but with nanite, I bet it'll be a breeze over time. ... 5
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    @Fafhrd4210 months ago 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. ... 1
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    @demiost8 months ago Hello, at , you are increasing your landscape to 130k res with 65k components ? Did you successfully imported that ??? Without crashes ?
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    @Latvian3Dman10 months ago 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? 😀 ... 2
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    @mattstaab63998 months ago 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
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    @qaxt82315 months ago I wonder which water asset you used in this landscape?
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    @nukima1110 months ago Alot of work is being done horizontally but I need more work Vertically for what I'm building. 2
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    @oskarwallin871510 months ago I cant get any of my tiled heightmaps imported, no matter the resolution. Tried 36x 2017 ones but just getting "invalid resolution"
  • @
    @alekjwrgnwekfgn10 months ago 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) ... 2
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    @Gugugagadude10 months ago 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.
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    @kaimaiiti9 months ago is your map using the regular UE water system?
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    @samuelkilik823310 months ago so is adding adjacent landscape level possible in the new update
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    @MrLarsalexander10 months ago 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...
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    @krz900010 months ago Still wip untill we reach a mesh density that can show texture displacement. Handling the necessary memory for such vert counts must the hardest part and its great to see that epic is working on this.
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    @mattstaab63998 months ago i wonder if we can have multiple height maps for one world space which render just outside the viewing range on a trigger
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    @marsmotionlast month 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. ...
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    @gameboyskully663810 months ago 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 :)
  • @
    @1AnimeFinder6 months ago did u make the ability to fly if so can u do a tutorial on it?
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    @GalaxyVisionAI9 months ago But once the landscape is nanite its stuck that way? Youd have to revert and rebuild?
  • @
    @real_Emmanuel8 months ago New to unreal. Can anyone tell me how the character is flying so smoothly? Is it something I can download?
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    @Lynkk10 months ago What about performances with Landscape Nanite?!
  • @
    @etchasketch22210 months ago Great vid! Is that flying character something you made or bought? I'd love to get my hands on that! 9
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    @GES198510 months ago @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
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    @4klife710 months ago 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 😅 1
  • @
    @pannonianknight6 months ago whats with in-
    editor performance... do you people monitor those things, ever?
    or stat detailed perhaps... would make your video 3 times more useful :)
  • @
    @uchennaosimiri-bp7oj10 months ago Please can you create another make a game tutorial with unreal engine 5.3 1
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    @WM_Plays10 months ago How many’s days until the course ends the early access discount?
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    @GalaxyVisionAI9 months ago 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. ... 1
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    @MrLarsalexander10 months ago 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... ...
    1
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    @case38410 months ago 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. ...
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    @ABentPaperclip3 weeks ago your map isn't 20 square km, 20 km squared- that's 400 square km.
  • @
    @InJJWeTrust01217 months ago Damn, are you a Rust player? lol .. the whole "course" seems to be largely created around the contents of Rust :p
  • @
    @ChrisM5418 months ago 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 ;)
  • @
    @nanshire22783 months ago Why is your voice wavering so much? Are you being held hostage?