๐ท Screenshots
๐ฌ Trailer (Ask questions about the product under the video) | Other Video
๐ฌ How open level World Composition In UE5
๐ฎ DEMO (UE5.4, High, LODs) | DEMO (UE5.5, Epic, Nanite) | DEMO (UE4.24, Performance)
๐ Documentation
๐ฌ Support: astorn91@mail.ru
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Features:
4 square km game ready area
Landscape height with World Composition Map 64 square km, 8x8 km
Much attention is paid settings for performance & optimized in demo map:
Usage LODs
Draw distance settings
Using Instance Foliage Tool for placing repeating props
Minimize unique textures & using tile textures
Unified, universal material surfaces
Enterable buildings
Blueprint prefab for buildings & some props
High detail landscape textures, Material with 26 layer
Important/Additional Notes:
The map is created on the UE4 engine version using World Composition. On the UE5 engine, the demo map opens as in UE4 using World Composition (since it is supported by the engine, but in UE5 a warning appears "World composition is deprecated, Consider converting to world partition") But the conversion does not work for me at the moment (it gives an error)
Project are designed only for dynamic lighting in real time. Important, not for static light, lightmaps, baked light.
About Warnings (World composition deprecated) in UE5.
The project was initially created on the basis of UE v4.24 using world composition. It was important to support the engine versions UE4 and UE5. Before purchasing, evaluate the possible problems of using this technology (WC) for the engine version UE5
Most of the props on the map are placed using Foliage Tool
Use percentage of triangles In UE5 for buildings in nanite settings
Modular buildings parts & wall have chamfers
Placement player actors on Persistent Level
Map open: Content > BATTLEFIELD > Maps > Demo > UF_demo_map. Editor > Window > Levels > IDL_x0_y0