Hi,
So I’m trying to make an elevator system that will take the player WAY below ground. However, I am just creating the illusion that they are going down. I have one of those endless wall scroller systems in place so it looks like the player is moving down the elevator. But what I want to do is unload the level in the background and load in the underground area and of course, make sure that the illusionary wall and elevator don’t get deleted. Both the above-ground and underground levels have a landscape and are overall kinda large in size. Any ideas on how to get this to work would be greatly appreciated!
You can stream levels in and out. It would be the route I would take if I were you. Here is a great resource on it: Level Streaming | Unreal Engine 4.27 Documentation
Hey @EliasWick!
Thanks for the response! So I have my levels set up now where I can have them loaded in with level streaming. However, I’m not sure if placement matters or how I’d want to go about that. Would I just want to take the underground landscape and put it a little beneath the upper level? I’m trying to somewhat recreate this elevator scene from Outlast 2. I might be wrong but it looks like they quickly fade to black which is where they load in the underground level. So in my case and what it looks like in theirs, I’d have the elevator really move down a little bit, and then when it reaches a certain point, change levels and go from there. So if I were to move the elevator down, should I just move the entire underground landscape down or is there no need for that?
Loads of ways to fake this.
You can build both levels on the same plane, just at separate ends of the world space area.
Then have the elevator pan a shaft column upward to fake the elevator moving down. As it’s doing so you can lerp the entire elevator over to the other location.
@Rev0verDrive
What do you mean by lerp in this case? I know about using lerp with a timeline to have something move like a door or something. Here’s a pic of my little elevator system which works fine now. It’s loaded in the underground level and is just floating above the landscape.
Instead of loading and unloading levels (performance heavy, stalls etc) you can have them both loaded but on the same plane (Z axis). Just far apart so render culling hides them at distance.
The elevator would be an actor that moves up and down short distances, in a short fake shaft. It Pauses in the middle of the shaft. Using a DMI you can turn on texture panning to simulate movement for the rest of the long trip down. While in panning mode move the entire actor to the elevator shaft at the other level (lerp vector → set actor location). Then reverse the processes.
It’s kinda the fake it don’t break it approach we had back in the old UE 2.0 days.
I can whip up a demo if you’re interested.
@Rev0verDrive
Yeah that would be extremely helpful! The faking part of the wall sliding is already done. I have 4 of those rocks on top of each other and when they reach a certain height, it sets its location to the green arrow on the bottom and just repeats itself. So I guess the only thing that I’d want to see is how to lerp it from the one landscape to another. Thank you again for doing this, I really appreciate it!