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.