I’m trying to design a large-scale “open world” style experience inside UEFN, but without using the Landscape system or trying to extend the world space beyond its limits.
Instead, my idea is to build everything as stacked layers in the same coordinate space, using:
- Custom mesh-based environments instead of Landscape
- Data Layers + Prefabs (Scene Graph) to represent different “world zones”
- A fully custom gameplay framework in Verse (AI, inventory, weapons, etc.), without relying on UEFN devices or built-in AI systems
Core concept
The world would be split into modular “regions” (zones), but all occupying the same physical coordinates in UEFN.
When a player reaches a boundary:
- A cutscene or loading screen triggers
- Player state is preserved
- They are teleported/repositioned
- One Data Layer is deactivated and another is activated
Key idea: stacked but isolated worlds
A critical part of the design is that multiple players can exist in different stacked layers at the same time in the exact same coordinates, but:
- They cannot see each other
- They cannot interact or collide
- Their physics, AI, and gameplay systems are completely isolated per layer
So from the player’s perspective, it behaves like completely separate worlds—for example:
- Player A is in a “Chicago” layer
- Player B is in a “New York” layer
- Both are technically at the same UEFN coordinates, just in different active layers
But they have no awareness of each other, making it feel like entirely separate maps.
AI / systems design
I also plan to implement:
- Fully modular AI using shared logic templates (no UEFN AI system)
- State-driven, event-based behavior (no ticking systems if possible)
- Custom inventory / weapons / gameplay systems entirely in Verse
Questions
- Is this kind of layered “pseudo-streaming / instanced world” approach actually feasible in UEFN?
- How does memory budgeting actually behave in this case—is it only what’s actively loaded per player, or still globally constrained even with Data Layers?
- Are there engine-level limitations that would break this approach at scale (especially with stacked isolated layers)?
I’m basically trying to understand how far a modular, instance-like world architecture can be pushed inside UEFN before hitting hard constraints.