I´m currently in the process of creating a map of which I´ve been working on for about 3 months.
I love LevelDesign, it´s just fascinates me, creating landscapes basically out of nothing and being able to tell a story with just a simple thing like a mountain or canyon.
The UE4 documentation got me through alot of the basics and some of the advanced technics and alot was just trial and error. I´m rather new, so I´m slowly advancing my knowledge, either by documentation, the UE4 Forums or Video Tutorials.
Now I ran into a massive “I don´t know what to do anymore” kinda like wall. Specifically optimizing FPS. I know that alot of Foliage causes performance issues so I got rid of all the unecessary. Using GroundClutterActors, seperating Mesh into Far/Near levels. Adjusting Culling Distance for large Rocks/Cliffs, etc. While my machine isn´t by far the best, I can still run most performance intense games with relative ease. I cooked my map about a week ago to start testing what I have created so far and to see how performance will be. Well I think Pacman would have travelled around the world twice while I was taking a single step.
I´ve read about Culling Volumes, but I dont think that will be enough. There´s also no Lighting build (IBL etc.)
So I hoped, someone could give me a helping hand on how to improve fps.
I´ve also ran into another issue after the latest devkit update. I´ve edited MI_NewIsland/MI_NewIsland_Hole and Childs (MM_NewIsland/_Hole). After the last update my changes were deleted. So I created duplicates renamed them and added my old changes
back in (Snow Biome textures). After cooking my map again today it would show my landscape in grayscale with no textures applied. It was ok while in the editor.