From UnReal World Wiki. Jump to: navigation, search. Hunting can be separated into active and passive hunting. Passive hunting means using traps. Active hunting means encountering the animal and killing it down by using hunting weapons, of which various bows and spears are the most commonly used. You can try to return to the world map to.
.World Composition has been designed to simplify managing large worlds. One of the goals is to avoid using apersistent level to store streaming information as it becomes a bottleneck when a team of level designers want to workon levels simultaneously. The persistent level does not store any streaming information and instead scans a folderand treats all found levels as streaming levels. Each streaming level has information stored in the package header,which World Composition can read without loading the level into memory. Initially, all levels except the persistentlevel are unloaded in World Composition. Levels based on Landscape Actors have snapping based on the base landscape component size.
This is done to enable seamlessediting between Landscape Actors in different levels.All Landscape Actors will have transformations disabled in the Editor Viewport to ensure that the landscape cannot be moved by an arbitrary amount andlose its ability to be aligned with other landscape levels.The first time a level is loaded in World Composition, a new Level Bounds Actor is automatically created in the level.The Level Bounds Actor is used to calculate the size of the level.By default, the Level Bounds Actor automatically resizes to include all Actors found in the level. However, someActors, like skyboxes, can have very large bounding boxes, which will result in overly large level tiles in the world minimap.If you have Actors like this that you do not want to include in the level bounds calculations, you can disableautomatic level bounds calculations and set a fixed size for the Level Bounds Actor.
Currently, Realtime must be enabled in the viewports for the Level Bounds Actor to function.The minimap has a yellow square indicating the safe edit area. The safe edit area's size is equal to the WORLDMAX constant in the engine.Levels outside of this area will be hidden automatically, and their level images will reflect this. World Composition tries tokeep levels you are working on close to the Editor world origin. This feature is called 'focusing' and may shift the currentworld origin to a new position if you begin editing a level outside of the safe edit area.
LOD1.4GenerateGenerates simplified version of an original level using Simplygon ProxyLOD feature to merge Static Mesh Actors found in the level into one simplified proxy mesh. Landscape Actors will be converted to Static Meshes using highest landscape LOD.
In general, a level with landscape, an Actor, and a bunch of Static Mesh Actors will result in LOD level which contain 2 simplified Static Mesh Actors. This operation will overwrite previous LOD level if it exists on the disk.DistanceDistance relative to original level streaming distance. For example, if original level has streaming distance = 1000, and LOD1 level has distance 1500, then LOD1 level will be visible at 1000.2500 range and original at 0.1000 range.Details percentagePercent of details to preserve when reducing original meshes.World Origin ShiftingThe World Composition editor supports shifting of the world origin by some arbitrary amount. Shifting the world origin results in adding an offset vector to all registered Actors in the world. Each Actor has an ApplyWorldOffset function which can be overridden in the child classes to do additional things. In case you have created a new AActor derived class and store absolute position values in it, you have to override ApplyWorldOffset function to make it work correctly with world origin changes and shift your absolute values in it.
Rendering and physics primitives will be shifted in parallel to Actors in game thread.Big Worlds and MultiplayerRight now world origin shifting is not supported in the multiplayer games. Here are two solutions that can be implemented for your specific needs:.Implement your own server solution.
MMO licensees mostly do this.Implement some layer between clients and unreal dedicated servers which will transform shifted absolute positions from the clients and route them to the right dedicated server, which only holds part of the world where client is.However if you disable world origin, shifting you can run a tiled world with a dedicated server.Dedicated servers will load all distance dependent levels, and each connected client will work as usual loading only level that satisfy streaming distance settings. A server holds a list of visible levels for each client and filters Actor replication by this list.Creating Landscape LevelsRight-clicking on a level tile to summon the context menu which has a Landscape Actor inside will bring an option for adding adjacent levels with landscape proxy Actors in them. This requires the adjacent levels landscapes have size equal to source Landscape size.Tiled Landscape ImportIn the Levels panel toolbar you can find an option for importing tiled landscape. Tiled landscapes are created from a tiled heightmap, where each heightmap tile will represent a level with a landscape Actor in it.
Tiled heightmaps/weightmaps can be exported from an application like World Machine. Adjacent heightmaps tiles should share border vertices ('Share edge vertices' in World Machine). And, each tile resolution should follow the recommendations from this page.SettingDescriptionSelect Heightmap Tiles.Allows you to select multiple heightmap tiles you want to import.Flip Tile Y CoordinateWhether tiles should be imported with Y coordinate flipped. This option should be turned on when importing tiles created in World Machine.Tile Coordinates OffsetOffset in tiles from origin. If set to zero, tile with coordinates x0y0 will be created at world origin.Import ConfigurationGenerates all possible landscape configurations depending on resolution of selected tiles.Landscape ScaleHow much to scale the tiled landscape by.MaterialMaterial to use. When a material has be chosen, you will be able to assign weightmap tiles for each landscape layer found in the material and how each layer is blended.When you have imported a tiled landscape, you can reimport heightmaps and weightmaps for selected levels using the right-click context menu on the minimap.