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Multiple Uworlds

Multiple Uworlds has been an experimental Topic around version 4.11, but ever since development has stopped into this direction as far as i can tell from the Patch Notes ever since.

There have been multiple attempts to get this back into the spotlight, this one been the latest from what it seems (How to create and manage a UWorld ? - UE4 AnswerHub) and UNAMedia has tried getting this network replicated, without success due to engine limitations.

Now some may ask why even have multiple Uworlds… i can’t talk for everyone, but many developers have their many reasons.
Some want to enlarge their maps

  • new Uworld provide new World origins
  • having Multiple Uworld can provide Seamless Travel

Others want to stream data

  • eg. streaming game sessions from within a lobby without having to enter the game itself

And in my case…

  • Seamlessly Traveling to other maps via Portal
  • the Portal can Render what’s on the other side
  • and the map can have its own Sunsky system, without interfering with the already existing one (short demo of what if more or less could look like Screen capture - 088cc64df066d0ed5e91aa4e50df54d6 - Gyazo )

This feature combined with network replication and world composition (which support nanite (which supports lumen)) can potentially make world creating for developers in the future limitless.

its also important to know that its more of a “preload” (a reference point should be important, to prevent pre loading everything)

I hope we can get this topic back into the forground and maybe already see some progress in a more stable UE5 version.

it appears that larger worlds will be less of a problem due to Large World Coordinates based on 64bit floating point precision. but still thats not the point.

were still talking about

  • larger Space Games
  • interstellar travel
  • portals to different levels with different skysystems
  • seamless travel to maps with totaly different physics
  • having “insight” in to other maps without actually enterying them

and these are just the posibilitys that i can come up with from the top of my hat.

Time-Travel oriented games could benefit from multiple worlds too. Where players are subtly changing certain aspects of historical worlds and seeing those changes play out (versus opposing teams who are trying to prevent any changes). Think classic Time-Travel sci-fi movies. When devs talk about Time-Travel games, they often just mean having multiple level designs set in different eras of history. But if we had fully functioning multiple worlds, players could actually make changes and see the impacts on surrounding parallel worlds. For that flawless multiple copies of worlds would be needed. :wink:

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