WorldParition, level streaming confusion.

I have a small issue, probably due to a lack of experience. I have created a terrain of 4033x4033 for a multiplayer game. I have a dungeon where the lighting is different and very dark compared to my main map. I wonder what would be the right way to proceed. I wanted to disable WorldPartition and manage the proxies myself to handle their performance.

I have an issue with the lighting on the map because we cannot have two lighting sources on the same level. How can I solve this? to be able to switch lightning uppon where the player is on the map.

It also seems that CullDistanceVolume does not work in version 5.2, I have tried everything but nothing seems to work. I have watched a few tutorials on YouTube, but they only explain the basics and nothing more complex. HLOD seem to screw the terrain texture and even if I build it… I don’t see any difference on the map.

Nanite doesn’t seem to be working properly, and on certain models, it affects the appearance of textures. I also have performance issues on my large terrain. I have adjusted the LOD up to 5 since my game is a top-down view, and there is no need to render objects far from the main character

Any advice will be appreciate or share your experience or if you have a good tutorial on this that will help.

note that I use UE5.2, like you see the map is pretty big

thank.


Here the level I put at the edge of the map but I faced another problem If my player get teleported there it passthru staticmesh tiles.

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If you want control, then it’s probably a good idea to go with streaming rather than WP.

When you’re streaming, you have two broad options

  1. Lighting in the persistent, and no lighting in the streamed levels

  2. The persistent only exists to load the sublevels, and they all have lighting. It can have geometry, of course, but no lights.

You can do the streaming using volumes, or blueprints, or a combination of both.

If you’re going to be changing between outdoors and underground, you can do it with either of 1 or 2 above, in combination with blueprints adjusting the lighting as you go. For instance, skylight underground is bad, you also might want to turn off the directional light too. Or you might just stream a fresh level with no lights. Many combinations.

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