So I’ve known for a while that it is common in video games for interiors of buildings to be literally larger than the building on the exterior. But, I’m struggling to find information specifically about this topic when I search Google, much less information that is Unreal specific.
So I have a couple of questions: What is this called in 3D and in video games generally, and what is the best way to go about it in Unreal Engine 5? I’m looking for a way to make an interior that is larger than an exterior, and a way for the player to transition seamlessly from the exterior to the interior and vice versa. Thanks!
At our studio, we don’t have a specific term for this technique because it can be approached in different ways, depending on your needs. To give you a better answer, I have a few questions:
Can the player or camera instantly enter and exit the building?
Can the player walk around the building to fully grasp its size and dimensions?
Depending on your project’s requirements, these questions help determine the best approach. Some common methods include:
Teleporting the player to a new location with a larger interior map
Using server travel to switch to a different map
Dynamically loading and unloading separate sublevels
If you have a specific game example, please share it so I can understand your case more clearly.
As far as specific game examples, I would say just about any Bethesda Game building or dungeon that is actually larger on the inside, for example: The Museum of Freedom, where you meet Preston Garvey in Fallout 4. But… I want the transition to be seamless, unlike the awkward loading in Bethesda games, lol…
It’s just a different level that loads - hence the loading screen for Bethesda stuff.
If you want it to all be fully loaded and accessible, then your interiors have to be as big (or actually slightly smaller with wall sizes) as the exteriors.
If you don’t, then you just load levels as needed.
I’m going to try all of the methods mentioned here, starting with this- simply loading different levels. Do you have any specific suggestions for guides or videos?
You should prevent the player from moving and simulating until you verify that there is collision of some sort under them, and usually you use that check to remove the loading screen as well.