Question about a method for fences/walls ect via splines

Summary

Good afternoon

After having a difficult issue within a map im making trying to make fences around the whole map in diff areas would be very time consuming so i ventured to youtube and found this video…

Now the method works so well you can create slines and the editor curves then changes size ect ive gotta say this is one of the best things ive seen in uefn without a doubt. The issue is to which i didnt notice overtime the Level within your project goes up i assume due to it being landscape and thus the project size also goes up. Does anyone or even an Epic person know a method to have something similar without the level/project size going up ? This is such a powerful thing for level design but just adding a handful of fences around my map has increased the size somewhat large images to show

Data layers and even streaming do nothing as its a landscape layer so the level/project size keeps going up

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

World Building

Steps to Reproduce

Question/Guidance

Expected Result

Question/Guidance - I would like to build fences using the same method but without the huge increase in memory

Observed Result

Question/Guidance - Project size and level keeps going up so this is a huge limitation

Platform(s)

pc

Additional Notes

I will show some images

Image 1:
Level size

Image2:
Project Size
image

Image 3:
Fence in question

As you can see this finish is the best ive seen it auto curves ect so cool :slight_smile:

Image4:
Memory for the spline actors/fences

Idealy i would like to have the same method but it not be a landscape layer just a bp or something so i can have world streaming on and data layer and it doesnt impact the project/level

Please Please help Epic

+1 vote

Yes, that would be a good tool, similar to a river spline device.
manually fencing anything other than on grid is like knitting instead of using a loom.

Splinage definately needs looking into,
it makes it look like if this was an image file the engine converts a couple of vector values to populate a raster grid.

I’ve often wondered how the Landscape Splines are streamed.
I’m still in a bit of a mess to even build HLODs, but I’ve been making roads in smaller sections, I figure a spline going all around a map would always be in loading range, so I opted to break them up a bit in relation to the landscape tiles.
I’ve been using a couple of modelling mode boxes to define concrete overpasses for road splines.

Yes we need some attention on increasing the efficiency of splines…please

Is this the same without world streaming ?
If you were to make an empty HLOD layer and temporarily put that as the default HLOD layer, how does it compare with the project size ???

I dont use hlods so i have no idea

What i found tho is you can have the splines in data layers and load/unload when players enter areas and also world streaming working with them visually but the main issue is the project size keeps going up and up. In UE you can have a spline as part of a blue print and do some funky things like what ive done here but in UEFN i think you have to use landscape way like this :frowning:

Someone at epic may know how to do this perhaps its just my knowledge of this area thats lacking but worth asking a question to get some sort of topic going as many creators must struggle with the same thing either roads/fences/walls ect When i first tried adding fences making them align ect took hours for a field that spine way is minutes so cool but again limitation is with the memory

That answers that question, the problems not related to the HLOD.

Could it be inefficiency in the data layers.
Did you turn on spatialy loaded for them ?, I haven’t touched HLOD or spatially loaded landscape settings since it used to invalidate a project, hopefully its working now.
But they are defaulted to be always loaded, which makes putting them in a data layer unneccessary, could it even be putting data from every spline in every data layer and the main layer.
I haven’t used data layers before so I don’t know what I’m guessing about.

This area needs more attention from epic, I think you’ve identified a really cool feature, it would be most important for large complex Rocket Racing maps, adding splines to place roadsigns, trees, reflector posts etc…

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I think I’ve confused your understanding of the issue

The issue is the memory increase in the level/project size if that wasn’t a problem then the method itself wouldn’t be but the project size limits us as creators by project size i don’t mean the 100k but the uefn project size for upload/download

Anyways i agree this has huge potential and the thing is on UE you can already do a spline bp and attach things but unsure on uefn

I hope Epic re looks at this it’d be huge for all creators

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