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How To Load And Unload Sublevels For Optimisation - Unreal Engine 5 Tutorial

  Рет қаралды 4,830

Pitchfork Academy (MizzoFrizzo & Co.)

Pitchfork Academy (MizzoFrizzo & Co.)

Күн бұрын

In this tutorial I'll show you two methods of loading and unloading sublevels within your level. This is an alternative to world partition and a very efficient way of optimizing a more linear game by controlling which areas of a level are loaded in at any given time.
Patreon: / mizzofrizzo
Subreddit: / mizzofrizzo_tutorials
Facebook: / 884349679908510
Timestamps:
0:00 - Intro
1:20 - Create persistent level
3:56 - Create a sublevel
6:53 - Add an existing level as a sublevel
7:49 - Continue adding sublevels
9:48 - Level streaming volumes
14:41 - Load/unload sublevels with blueprints
25:59 - Sublevels containing box collisions
27:45 - Outro

Пікірлер: 33
@BobBaguetti
@BobBaguetti 5 ай бұрын
Two in one week, man is hard at work!
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
I work 7 days a week at 4 different vocations, not including this channel...
@unreal_metronomus678
@unreal_metronomus678 Ай бұрын
Thanks. In my map I have a persistent level and a sub level "cave" which I stream in when the player enters the cave. This level consists of many modular pieces for the cave layout. I was wondering if i could use the packed level instance feature, but how do i set this up? It would be a packed level isntance in a sub level? Seems not very clean 😕 .Is there a better way?
@samarthgohel3624
@samarthgohel3624 Ай бұрын
So, does level streaming volume works better or 'Load/Unload sublevels' part is a must!?
@KenYoung
@KenYoung 2 ай бұрын
Thanks!
@PitchforkAcademy
@PitchforkAcademy 2 ай бұрын
Thank YOU. 🫶
@emptybruh
@emptybruh 8 күн бұрын
Does this work with actors spawned at runtime?
@MuttonheadsOfficial
@MuttonheadsOfficial 5 ай бұрын
Thank you for the tutorial, I'm starting to work on optimizing my project. My question is, my character can fly, I want to load and unload certain areas (sublevel). but the problem is that obviously the sublevels become invisible (but I need to see them from afar). Do you think the best solution is to replace the unloaded sublevel with a basic static mesh that represents this area, and swap it with the sublevel when I'm close enough?
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
You should be using world partition. I'll be doing a tutorial on data layers very soon so stay tuned!
@nemesisxx88
@nemesisxx88 5 ай бұрын
Great tutorials! I was wondering if you were going to make the swap system with animation for the 2 weapon system. That would be awesome.
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
I'll try 🙂
@driftmirror
@driftmirror 5 ай бұрын
How would you handle the loading and unloading of the middle transition level using streaming volumes? It seems like you need to have those volumes overlap, otherwise leaving them both will unload the transition level. Its not ideal to have those transition levels always be loaded. So just trying to wrap my head around how you handle this.
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
I would load and unload it with the blueprint somewhere where you're too far away to notice...
@driftmirror
@driftmirror 5 ай бұрын
@@PitchforkAcademyI tested this in PIE, standalone and a packaged project and it seems like overlapping them is working perfectly fine. The middle transition section will have its own streaming volume that overlaps on either side with the volume for Level 1 and Level 2. And then I assign all 3 streaming volumes to the middle transition section to be loaded. That way, leaving either streaming volume for Level 1 or 2 unloads that level, but you're still inside of the streaming volume for the transition section so it stays loaded correctly.
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
@@driftmirror Awesome. Thank you!
@jaha9329
@jaha9329 5 ай бұрын
Hi, when I was testing this system I noticed, that enemies and pickups in despawned and respawned level appeared again. Does that mean that dynamic elements of level should be placed in the persistent level if I don't want them to reappear?
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
I'm doing a video soon on data layers using world partition. It's probably better because you can keep dynamic elements loaded but not activated...
@driftmirror
@driftmirror 5 ай бұрын
I think this should be something that's part of your save system when you get around to building that (if you haven't already). What I'm doing is each level BP has a map variable of collectible items with a unique ID and a boolean if they're collected or not. On pickup or on level transition, depending how your game is set up, that data is written to the save game file. So when that level gets loaded in next time, it checks against the save file to see what has already been collected and it doesn't spawn those items anymore. Same type of concept would work for enemies too. Hope that helps!
@dolphard
@dolphard 5 ай бұрын
Awesome - Just what I've been looking for. BUT - I have 3 FULL levels, can it work between separate levels/maps that are A LOT more than a few cubes?
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
Of course. How are your levels connected?
@dolphard
@dolphard 5 ай бұрын
They are just 3 different maps. I've been trying to join them, but to no avail. I'm hoping a cave or tunnel would just change the map/level with this technique...@@PitchforkAcademy
@dolphard
@dolphard 5 ай бұрын
I've been considering a hidden portal kind of thing, but if this works for my purpose, it's much better.@@PitchforkAcademy
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
@@dolphard You can absolutely join them with a cave or tunnel using this method. Create an empty level to use as your persistent, then "add existing" to add your levels as sublevels, and also create sublevels to contain your tunnels so you can unload those as needed, then go from there.
@dolphard
@dolphard 5 ай бұрын
Sah-weeet! Thank you for your help. Do you have a Patreon? or a "buy me a coffee" tip jar kind of thing? @@PitchforkAcademy
@burgi6236
@burgi6236 5 ай бұрын
i think you should delete that ground noise of your mic a little. if you using OBS then there are filters for that ^^ or maybe try NVIDIA RTX voice or something. it would improve video quality :)
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
I thought it was minimal but thanks, I'll look into that.
@aliyldrm5777
@aliyldrm5777 5 ай бұрын
Will you make a video on how to do it?
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
On how to do what?
@aliyldrm5777
@aliyldrm5777 5 ай бұрын
@@PitchforkAcademy I thought I commented on the short video, I couldn't see your new video, I apologize and thank you.
@robinshaw864
@robinshaw864 5 ай бұрын
Thanks!
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
Thank YOU! 🫶
@RadMods_com
@RadMods_com 5 ай бұрын
Thanks!
@PitchforkAcademy
@PitchforkAcademy 5 ай бұрын
Heyyy thanks very much, man. I'll look into what we talked about for you... 🫶
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