I would like to know if there is linking 2 maps in UE5.
For example, in World of Warcraft, when you travel to another map, “you can see the other map” but it is not loaded.
when I am in [MAP 1] I see the characters of this map -------------> and when I access the map [MAP 2], I stop seeing the characters of [MAP 1]
For example, in the blood elf zone:
The user can see all the maps but when he accesses it is when the characters are loaded.
For example, in this image I am in front of the castle, I am in [MAP 1], I do not see the users of [MAP 2], if I enter [MAP 2] then I do not see those of [MAP 1].
This is what Wow does. It’s like a change of realm.
How can I link 2 maps (and work independently each one separately) without having to do a merge and having to modify each of the two maps in one?
And when a change is made to a standalone map, it will be replicated where it is linked to (that’s why I want a link to the other map and not a merge)
The UE5 equivalent of this sort of thing, is either level streaming, or world partition.
An overall simplified ‘location map’ is loaded the whole time, so you can see where you’re going, but it’s not until you step over a certain barrier, the maps actually load/unload.
With world partition, you make one great big map, and the engine loads/unloads chunks of it. You can specify chunks sizes etc.
With level streaming, you have much more control and decide when things load or unload.
It’s just what I want, but I need to go a step further.
I’m going to be a little more specific.
I have some doubts:
1 - Why if I change the relative position of the map1 objects in map0, does map1 get affected?
This is a problem if we work with more than one programmer and map0’s programmer moves it to x axis 5000 to adapt it to the scenario, why does the position changed in map0 also affect map1? This is a problem for the map1 developer, because the next time he opens the level, he will see it displaced the next time he edits it. Is there any solution?
2 - Source Control: Can I get gitlav or other version control?
3 - The most important point:
If I have, for example, 9 maps, do I have to put them one by one?.. It’s a lot of work.
Couldn’t you create a grid mesh to put those maps automatically?
For example, I create a 3x3 grid mesh and want to load 9 maps in “1 second click”
I don’t care if it’s by programming.
Something like:
int n=9;
mapMatrix[n-1] = map[n-1].Where
mapMatrix[3] = map[3]
But when clicked, it will load the map at your respective position.
Multiple programmers is a whole different issue. Best to post separately about that.
No, it’s the same problem for the one who works alone, because you have the same problem.
I have no problem with VCS.
I don’t think it’s that complex to work with different programmers.
I am a Java programmer and I don’t have many problems when I work in a team.
I think for 3, maybe you need to find out more about it. Try it with some very simple maps.
If you mean grid mesh, I don’t think it will cost much with C++ or Blueprint, but I need a bit of information on it. If you could make this easier for me.
I’m not looking to do anything simple.
There will be some ‘conversion’ time if you already have a lot developed.
I am looking to propose a solution
I am designing a form of automation prior to development. Which starts shortly.
Could you guide me a bit?
If you know of a C++ / Blueprint partner, guide me a bit. Would be a great help.
With a few first steps I can begin to orient myself correctly.
Sorry, I can’t really guide you any further, because it really depends on exactly how you want it to work and how your requirements will change ( which they will ), as you start to find out about each system.
I’ve never used C++ with UE, so that’s out
Like I say, the main difference between the two is
Word partition: Large map, automatically divided into segments, you can control the segments size, but now how or when the segments load.
Streaming: You can store all your levels as they are ( just separate levels ), and choose when and how they load, but you have to work out your own system.
Ok, do not worry.
Let’s see if between you and me, I can get the right idea.
You can correct me?
(option 1) World partition: I have to load the entire map from what I see. Therefore, I understand that this one “cannot take other levels/maps and link them” which forces us to put them all on the same level and edit the same level. Here only one person can work.
The theme of the grid mesh I see that (you have to load an area (but I have not seen that it is a specific map/level)
In the 5.1 version, enable world partition does not appear.
I have to do: tools → world partitions → convert level
Access the new map level_WP and then if I can visualize world partition. Right there, when I can visualize everything and I click on a square (one of the landscape) I can import a “height map” but not a map/level. So it doesn’t work for me. (or at least I haven’t found a way to import a map/level). If I could, tell me.
(option 2) Sub levels in a persistent level: I can import levels/maps to my persistent level. This makes it possible for you to split and modify it from both the official and standalone views. Several people can work here.
(This one is much better)
I suppose I would start with option 2. In addition, I would like to create a grid mesh in the same way, so that each sublevel (map/level) that I add to the persistent is placed in a certain way.
I’m trying to understand what would be the best way and I think it’s option 2.
I don’t really know much about WP. I know many people can work at once on the same area, because it can also be a ‘one actor one file’ system. Not sure about converting a lot of levels though. Also, it’s quite new, so might be a bit buggy.
Streaming, on the other hand, has been around a long time. Different people can work on different levels, and those levels can be loaded on demand into the persistent level.
It’s perfect for hex tiles ( or the like ), because you can load a level instance at any transform, and more than once.