I am currently attempting to create an ‘infinite’ world in VR where the user is continually moving along a track in changing landscapes. I was attempting to do this by using level instancing and having a collision actor trigger the world origin to change to the players location and spawn in a new level instance while deleting/despawning the old one.
I was able to successfully get all the other assets in a packed level instance to spawn in on the path but had no luck with the landscape as it will not work with the packed level instance.
I was wondering if there is a better way to go about creating an ‘infinite’ world where I can spawn in new landscapes/levels/assets as the user moves through the world?
If there are any further questions about what I am trying to do please ask as I am new to creating blueprints!
Hey there @Eyzeks! Welcome to the community! So one of the issues with using landscapes in any procedural context is that they are meant to be setup and prepared at runtime, which is why they aren’t really capable of being packaged in other forms to just instantiate when you need. Many endless games tend to fake moving large distances and prepare and move the other objects in relation to the player.
Since you’re actually moving the character in world space for this, the landscape may not be ideal for this (which is not great for VR to begin with). However, you should still be able to use them in level instances, though I was unaware of the inability to have them in packed level instances.
Thank you for your response! The idea of that could work very well. Would I be able to do that with a larger chunk and have height map data applied to it in order to create a valley type effect for each new chunk? Would I be able to spawn in collision events with those new chunks in order to trigger things that are necessary for the experience?
Are you able to point me in the direction for documentation on what you showed off in that other thread?
I didn’t even think of moving the world in relation to the player. I think that will work better for what I am attempting to do. I do need three different variations of terrain, possibly shifting every 30-40 seconds. Would it be possible to implement this as well as having collision events move with the landscape and trigger actions? Are there any resources you can point me in the direction of?
This is a non-interactive VR experience for a school project.
For a non-interactive VR experience this would be totally fine, you can use collisions regardless, physics itself would give it away however due to the world moving in relation to the player. It’d act quite differently. If you’re using overlaps or hits and then iterating on what was hit, that will be easier than using physics, since the world itself would be moving. Alternatively if you need physics interactions and don’t want that headache, you could keep your original vision of moving the player if you can get over the issues of an ever moving playspace. There’s not too many resources for this aside from endless runners.
I am trying to create an open world map made with level instances containing landscapes, It seams when you load an instanced level containing a landscape the Navmesh doesn’t update. My navmesh is dynamic and only updates around invokers.