As per the title, is there a way to not render all the objects in a layer in render queue since you can click on their visibility of the layer and hide all object in the viewport?
Hi Vanslash,
With the old layer system I believe it was ‘editor only’ (as in you could only do operations on it while in editor and not in game)
There’s a new system called Data Layers that might help you achieve what you’re after. (Be sure to look at ‘Using Data Layers with Blueprints’ section of that doc)
Also, for a ‘real-world’ example I know that Data Layers were used to switch between light and dark worlds in the Valley of the Ancient sample.
Another approach would be to load/unload levels with level streaming. Edit: Level Streaming is not Compatible with world partition.
Hope that helps!
Hi @Astrotronic ,
Data layers (at least in the city sample file) can be hidden in ever sense (unloaded, is runtime check disabled) and they will still show up in the render.
Level streaming would totally work for this in the previous versions of the editor, but you can no longer use levels and layers tabs with world partition system.
Do you have any experience with this?
Best!
HI again,
You’re right about Level Streaming! (I’ve corrected my first post)
I was able to disable a layer for a render with 'Is Runtime" enabled on the data layer.
Let me know if you’re still having troubles!
Yeah that works for me when the camera is close like that. at least in my scene, I have the same setup in the data layers but I think that once my camera gets too far away, it starts streaming in again do you think this is a 5.0.3 bug or do i need to change something in my camera setting?
I just scaled the cube by x100 and changed the camera final location to the mountain area in the default map. ((X=-85887.976562,Y=10.911344,Z=17324.857422))
The cube stays hidden. How far away does your camera get? (Getting simple steps to reproduce would be first step in making a bug report.)
What you describe sounds like a bug, but I’m new to Data Layers. I think one of the features of it is automated LODs/Impostor meshes for distant meshes, so my first thought is that the automatic LOD is taking over and ignoring visibility settings.