Having spent a while getting a 350 sq-km open world working in UDK Ive decided to take the plunge and get one working in UE4.
This thread will simply keep you up to date on what I learn as I try out the features and learn how EPIC see open world maps
being achieved. It was a nightmare in UDK to get working but I trust the guys at Epic to have made it far easier in the new Engine.
Fingers crossed
A Few new screenshots and video. Obviously stuff will be changed as development progresses. The key goal just now is an open world map, the
rest is secondary.
I’m not quite sure what the problem is.
For big areas I use 4kmx4km landscape size as the max (because I don’t have much RAM), and just create heaps of them with world composition.
I’ve never tried actually scaling a landscape though.
I think the biggest ‘world’ I’ve had was 120kmx120km (I don’t really remember, could have been bigger or smaller), but it didn’t really make much sense for me to continue something that big so I deleted it.
Looking good.
Keep your chin up. Epic showcased some awesome open world stuff at GDC which i reckon will be making your life a lot easier as soon as it hits the new builds.
I did manage to get a 10x10 km compiled and running, which will hopefully serve as a stepping stone up to the goal of a 20x20. I hope.
below is V0.14 which is soon to be out if all goes well with the packaging up.
Keeping it simple will need to be done in order to get it finished. Shaders will be left till last for the water, landscape material and other items.
I’m trying something similar to what you’re doing, sort of. A ton of different levels, each with a “large open world environment”.
By chance, are you working with World Machine? I did a max UE4 landscape size, 4x4 tiled build, but the tiles where a bit too small, not too mention I’ve heard there was issues with level streaming / world comp in regards to dynamic lighting? As such, I went ahead and brought in the entire heightmap as a single landscape rather than tiles, and even w/o textures or proper lighting, it looks phenomenal (kind of like being on the moon, but in earth’s atmosphere. So, if you don’t have that, pick it up… it will make landscaping easier I think.
As one open world builder to another… UE4.8 is rumored to be a godsend to us as far as landscaping/foliage goes.
Hi SaviourNT,
Yeah, the rumor mill does seem to point to some new toys for us to play with in a future build which is always welcome.
As yet Ive not divided up the map so haven’t used world comp but thanks for the heads up about lighting issues. Download
V0.14 and you will see the 10x10 working, all be it without great asset coverage. This is down to me and not the engine. As its
just a test map no real time was put into making it look good or be efficient.
I gave up on a procedural grass spawning system but tests with it made the pickup spawning system
for wood, rocks and other items the player will find on the map. The AI is still basic but working and that’s
the main thing. A lot to do with setup but that can wait. Small community outbuildings now being worked
on which will provide the player a different type of base setup to their tent or block building. Keep in mind
its all still devs so colors and models will be changed.