hello
so this is my biggest problem so far
i am having problem working out how big i need to make my game world
i need it to be about the size of Skyrim or Archeage.
im just unsure how to work that out,
any ideas?
thank you
hello
so this is my biggest problem so far
i am having problem working out how big i need to make my game world
i need it to be about the size of Skyrim or Archeage.
im just unsure how to work that out,
any ideas?
thank you
Thats really strange quastion, no body will know how big world you need to create… its your game so you should know that yourself
If problem is size limits remeber you can use level streaming and divide map in to sections. UE4 is not really made for large landscape games like open world RPG are made for, so thats why you might hit issues
Maximum size (as vertex count) 8161 x 8161. In 3rd Person Template it looks like 50 - 80 cm between two vertices comparing to character size. If we say 61cm then maximum size is going to be 5kms x 5kms which is about 25kms squared. But I think default scale is very detailed. You can scale it. Scaling up 10 times up means 2500kms squared. So you can achieve Skyrim map easily with better detail. But it is connected with your world design. Btw this is my opinion not a true reference.
It is an option, you just need to be ready to delve into code when issues arise. My game is currently about the size of Skyrims playable area. I use World Composition, and constantly stream data in and out of memory to ensure the world remains persistent. A lot of what I have got for the game is C++, very little Blueprints. So if you are not ready to dive into C++. I would consider an easy genre.
so a open world game is not much of an option?
Hey man…i studied blueprint for 7-8 months…is impossible make what you said without C++ ?
C++ VS blueprints - Blueprint - Unreal Engine Forums. In this post and I read this somewhere too; blueprints are ten times slower then C++. Looks like It is an average performance loss. This is the first problem when you are using blueprints with large scale projects. Another and the most important thing is when you are dealing with large scale project, you must implement some inordinary data structures, functions…etc. Implementing them with blueprints obviously not a good idea. As an example it is not a good idea to program Skyrim or large open world maps or MMO’s using only blueprints…
I think using %10 c++ (specialy for critical areas) %90 blueprints will be worked except large projects.
At least you would need to write some functions and make the BlueprintCallable, because the Blueprint system has a big lack of function that Multiplayer and really big worlds need.
It’s a option, just saying that UE4 is not really made for huge landscape world, it more freadly with typical shooter maps and you might find better engine for it, but UE4 is worth a try if you like it’s tools and support
As others have stated above, blueprints can’t solve all problems when it comes to big worlds. but as long as you setup your objects make them accessible to blueprints, then use blueprints as the glue to put it all together. Thats sort of the expectation.