Unreal Engine 5.3 - 30kmx30km Tutorial - Open World Landscape Tutorial

  Рет қаралды 15,363

Mootzart Dev

Mootzart Dev

4 ай бұрын

This video demonstrates setting up a large open world landscape for Unreal Engine 5.3 using world partition. This includes avoiding bugs, doing calculations and importing heightmaps. As well as a short demo of the landscape. I use Ultra Dynamic Sky for the quick and amazing lighting setup!
Scale Up Method Calculations:
X,Y Axis: (Desired KM x 100 / HM Res)
30km Calculation Example using 16321x16321:
30,000 x 100 / 16321 = 183.8122664052448
Z Axis: (Height x 100 / 512) or (Height x 100 x 0.001953125)
5000 x 100 x 0.001953125 = 976.5625
or
5000 x 100 / 512 = 976.5625
Links:
Tecastus Channel (dev logs for Zarthia coming soon): ‪@tecastus‬
Tecastus Public Discord: / discord

Пікірлер: 142
@ReiRoldan
@ReiRoldan 2 ай бұрын
You sir are a legend! I've been fighting my way through all possible resolutions, sizes, scales, options, plugins, everything, and couldn't get past 32 fps. Creating the landscape first, then importing the heightfield solved the issue completely, now hitting a solid 120 FPS, with materials applied, not a single hitch or drop in fps! Running on UE 5.4 (which also has the same issue as previous versions). Many thanks for the video!
@IstyManame
@IstyManame Ай бұрын
Oh! An interesting way you solved it, i solved it by rendering out heightfield texture in tiles
@JDAeroVR
@JDAeroVR 23 күн бұрын
Well done!! I just imported a 50km x 50 km of the island of Oahu! Thanks so much... always crashed... never thought of creating the landscape first and then applying the heightmap!
@mootzartdev
@mootzartdev 23 күн бұрын
No worries! Glad I could help.
@JoachimPileborg
@JoachimPileborg Ай бұрын
Regarding the second height calculation, 100 / 512 is equal to 0.1953125. Because you multiply by 100 you need 0.001953125. You could skip the multiplication by 100 and only have height * 0.1953125.
@HeroVisualsFX
@HeroVisualsFX 3 ай бұрын
Thank you!
@mootzartdev
@mootzartdev 3 ай бұрын
You're welcome
@FPChris
@FPChris 3 ай бұрын
2:40 the res it perfect actually. Once you apply auto material, displacement, and the rest of it.
@mootzartdev
@mootzartdev 3 ай бұрын
I agree. Although this is actually the more realistic limit we can get away with at the moment i guess haha
@imperatordernation396
@imperatordernation396 Ай бұрын
Hello , thank you for your video. which programm do you use for your heightmap creation ? At the moment i use gaea but it has a limited to 8k res. Best regards
@mootzartdev
@mootzartdev 15 күн бұрын
I used Gaea for this. And i was able to make 16k res. Do you have full version?
@mrconcept
@mrconcept 2 ай бұрын
Hi thanks for this excelllent vidoe. Could you provide the Gaea height map export settings you used and terrain definition etc?
@mootzartdev
@mootzartdev 2 ай бұрын
Hey, thank you for the comments! So for this i built the landscape at Gaea's standard 16k setup for Unreal (Output node). And then i resized the exported file in GIMP/Photoshop down to 16321x16321. For height i did the calculation in the video based on the Gaea height :) Hope this helps.
@mrconcept
@mrconcept 2 ай бұрын
@@mootzartdev ok thanks very much :}
@val_evs
@val_evs 16 күн бұрын
If I have 2 maps (.umap), how can I use World Partition to loading them? I've done this before on a level streaming, but it doesn't work with WP.
@shaheen06
@shaheen06 4 ай бұрын
@mootzartdev one question .about my pc. ryz 5 5600x with 16gb 3600mhz and rtx 3060. these softwares runs but will i be able to make large landscapes with my pc
@mootzartdev
@mootzartdev 4 ай бұрын
I would say it is certainly possible. But you would have to be very strict with yourself with the amount of things you do at once. For example, I would not recommend having the entire landscape loaded at once for certain size environments. As this is the type of thing that will currently max our your gpu and cause crashes.
@shaheen06
@shaheen06 4 ай бұрын
@@mootzartdev i was currently doing this tutorial. It said out of memory🥲.
@shaheen06
@shaheen06 4 ай бұрын
@@mootzartdev ok ill try a different approch.
@lolaswift111
@lolaswift111 3 ай бұрын
how do we handle spawning and despawning npcs, AIs and other game objects in this setup? thx
@mootzartdev
@mootzartdev 3 ай бұрын
Well this is purely a method for setting up a large landscape. NPC and AI is a entire new area really. I would check out some other channels currently as i do not really have a plan for those types of videos at the moment sadly. But its worth noting that NPC/AI related stuff is a very large topic. Depending on what you want them to do of course. There are lots of 'systems' on the Epic Marketplace though that might be of help to get you going, and you can perhaps learn from them. A quick google search shows this system as a example that is currently on offer. www.unrealengine.com/marketplace/en-US/product/ai-behavior-system?sessionInvalidated=true
@real2late
@real2late 3 ай бұрын
Btw you can also just paste the entire calculation into the ue field and it will calculate it as well
@mootzartdev
@mootzartdev 3 ай бұрын
Thank you for sharing. I was aware of that. But I prefer to give others the ability to understand what they are doing.
@CommanderColson
@CommanderColson 3 ай бұрын
Great tutorial. How does this work with landscape tessellation? A key feature with UE5.3 (further established in the upcoming UE5.4) is applying material tessellation directly on to landscapes, but considering you are literally scaling up the landscape proxies, wouldn't this mess with materials and potentially break the potential for landscape tessellation? For instance, if I wanted to use this method to make some ridiculously large sized open world (think the map from Ubisoft's The Crew), would I still be able to utilize landscape tessellation/nanite for all that extra detail?
@mootzartdev
@mootzartdev 3 ай бұрын
In theory it shouldn't matter. Displacement should be relative to how the material is tiled. Not the size of the 'object' it is on top of. But I will have to try it and see. I have a few videos to do first.
@michaelhampton645
@michaelhampton645 3 ай бұрын
Enabling landscape nanite is limited to slightly over 8 Sq kilometers. Anything higher crashes unreal engine. And it will use every bit of 128gbs of system ram just to turn an 8 Sq kilometer map into nanite. Plus nanite displacement is not compatible with large landscapes in 5.3, fingers crossed with 5.4 it will work with larger landscapes.
@CommanderColson
@CommanderColson 3 ай бұрын
@@michaelhampton645 Oh wow thanks for the update! I agree, hopefully it receives more support in the future. I'm inclined to say it probably will considering how all out they are pursing nanite
@mootzartdev
@mootzartdev 3 ай бұрын
@@michaelhampton645 Spot on. This is why im kinda waiting for full 5.4 before doing more in depth tutorials on these subjects.
@FPChris
@FPChris 2 ай бұрын
@@michaelhampton6455.4 is out any tests done?
@CruelCrusader90
@CruelCrusader90 3 ай бұрын
wouldn't changing the scale value after generating the landscape be less impactful on the computing?
@mootzartdev
@mootzartdev 3 ай бұрын
Yes it could be. It would depend on what your PC can handle
@swanayagupta
@swanayagupta 3 ай бұрын
hello suggest me system req for unreal game I'm so much confused when choosing hardware please.
@venerabilee
@venerabilee Ай бұрын
Is there a way I can get that height map that you used? I’m new to Unreal and I’m trying to learn as much as I can, this video was really helpful! But i couldn’t continue because of the missing file to import
@mootzartdev
@mootzartdev Ай бұрын
Im afraid not as its from my personal game project. If people are interested I can make a set of HMs for people to use.
@venerabilee
@venerabilee Ай бұрын
I totally understand that. But how am I supposed to follow along then? You should provide some hm available to download, or at least point out some websites that provides them…😅
@mootzartdev
@mootzartdev Ай бұрын
​@@venerabilee I sort of get your point. But I didn't even have to make this video. Height maps are a totally different area of their own and take some skill to create for them to be decent. You can generate random ones in various places though. I'll make a handful of random ones next week and find a place to provide them. As a few have asked now.
@robxbledo7589
@robxbledo7589 3 ай бұрын
Ty
@touristhawk
@touristhawk 4 ай бұрын
is there any difference importing the heightmap after creating landscape first?
@mootzartdev
@mootzartdev 4 ай бұрын
Yes. Currently in 5.3 there are lots of import bugs. It might be fine importing from file directly. But it tends to come with lots of VRAM issues. This is likely due to World Partition having to stitch the map together before it creates the proxies.
@steffenaaland1580
@steffenaaland1580 Ай бұрын
Ahh! Thank you, couldn't understand why I got so low fps on my landscapes...
@eligijuspranskunas3509
@eligijuspranskunas3509 Ай бұрын
what settings for 4km x 4km map? and what height should fit the best ?
@mootzartdev
@mootzartdev Ай бұрын
That is coming in my next video. Im running from 1k - 8k setups.
@jacobmartinelli7496
@jacobmartinelli7496 2 ай бұрын
currently anything over 4000 resolution causes gpu crashes bug on asus rog ally z1 extreme. would love to start developing my game good upload thanks for the tips!
@mootzartdev
@mootzartdev 2 ай бұрын
Yeah for large environments with high res, you generally have to do it in chunks or have a machine that can handle it Vram and ram wise.
@amerboss99
@amerboss99 3 ай бұрын
when i try to to change number of components it keeps going back to maximum resolution which is 8k
@mootzartdev
@mootzartdev 15 күн бұрын
Some things snap if you have not set other settings correctly. Sorry for the late reply.
@amerboss99
@amerboss99 15 күн бұрын
@@mootzartdev no, it was just that my level didnt have world partition
@mootzartdev
@mootzartdev 15 күн бұрын
@@amerboss99 Ahhhh ok. Glad you figured it out
@surbhisharma2455
@surbhisharma2455 2 ай бұрын
Hello, loved your video just have one doubt, what if I have to create a map size of pubg big map ie erangel map. They say it's 8km×8km. Ie 64km². What are the configuration and values for that. I've created almost 10-20 projects and deleted coz I messed up. I'm so confused in these km values. Please help me. PS - you might find it stupid question but pubg biggest map 8km×8km ie 64km² is bigger or smaller than the map you created. Awaiting for your reply. Many thanks again
@mootzartdev
@mootzartdev Ай бұрын
This 30x30 would be 900km² The calculation for you would be first based on what resolution heightmap you want to start with. If you have a 8129x8129 resolution heightmap for example.. you would try the following... 8000 x 100 / 8129 = 98.4 98.4 would be what you set the x,y axis of your heightmap input. This would obviously scale down your heightmap to make exactly 8kmx8km ie 64km².
@surbhisharma2455
@surbhisharma2455 28 күн бұрын
@@mootzartdev Thank you so much
@broseidonx730
@broseidonx730 Ай бұрын
So when I load my regions, they are all black. Any way to fix this?
@mootzartdev
@mootzartdev Ай бұрын
Is this with landscape material on it ? If so its because you have not applied the paint layer properly. Go to Landscape Mode > Paint > and then next to the main paint layer on the menu below. Hit the small plus icon which will give you the option to either chose a already created paint layer.. or you can make one there and then. It should work after that. If its not this. And there is no landscape material on there... then I would have to know more.
@yujack5910
@yujack5910 4 ай бұрын
Hello, may I ask if there is any difference between your four "Open World Tutorials"? I have read your first one and I didn't quite understand it. Sorry
@mootzartdev
@mootzartdev 4 ай бұрын
Hey! I only have one technically which is this one targeting a more 'complex' setup. The others are more specific to different elements of the process.
@yujack5910
@yujack5910 2 ай бұрын
@@mootzartdev Hello, at 21:07 in the video, I noticed the Landscape Region, a unique world partitioning feature specific to UE5.3. I'd like to ask about the role of the Landscape Region. Why are there four proxies, and I didn't see you setting them up?
@mootzartdev
@mootzartdev 2 ай бұрын
@@yujack5910 kzfaq.info/get/bejne/hcV-pdWJqNCmpJ8.html This video i sort of explain them with how i think they are intended to be used. Basically they are for general loading and unloading. But some comments suggest they can be used in different ways.
@GamesStudio313
@GamesStudio313 2 ай бұрын
Nice, what kind of graphics card, CPU and RAM do you have?
@mootzartdev
@mootzartdev 2 ай бұрын
I have a RTX 4090, 128gb RAM and a very high spec cpu. So it does make things a lot easier for me at the moment.
@BlueSucho
@BlueSucho 3 ай бұрын
How to get a Heightmap?? is there a way to get the one you used? (where can i create my own?)
@mootzartdev
@mootzartdev 3 ай бұрын
The one i used is from a personal project that i cant share im afraid. I used Gaea to make my heightmap. Perhaps i should make a tutorial on it. There are not many very good free options out there really.
@BlueSucho
@BlueSucho 3 ай бұрын
@@mootzartdev hm okay sad haha, well thanks for the answer. Yeah a Tutorial on it would be very cool!
@coreycarries6325
@coreycarries6325 2 ай бұрын
Generate one using perlin noise algorithms
@keithyakouboff8755
@keithyakouboff8755 2 ай бұрын
How many other tutorials do you have on this topic? I am venturing into this territory, no pun intended, for the first time -- creating humungous environments within UE5. My principle 3D app up to this point has been Maya, but I like the foliage painting feature, Nanite geo feature, etc., of UE5, which should make creation and rendering much faster. So, I've decided to hit this project with this new workflow, and hopefully develop a new skill set along with the way. But, like I said, I'm feeling a bit overwhelmed. Do I create a layered UE material with tiled textures, varying them by revealing and hiding the various layers at different points? Or, do I break the land model up (now in Maya), into 4 or even 16 quadrants, lay them out over corresponding UDIM tiles, and maybe bring this into Painter and apply 4 (or 16??) 8K custom textures? I just don't know how best to approach this. The good news is we won't be ground-level, but flying ~500 feet off the ground. Thanks.
@mootzartdev
@mootzartdev 15 күн бұрын
Sorry for the late reply. It really does depend on your end goal. What is the environments target? Video games, Cinematic film? Each one would require a different approach with regards to optimise it for game or squeeze the best results for cinematics. But as you mentioned that it is not at ground level. There are lots of approaches to this. It would really be worth checking out using real world data as a input for your landscape etc. But ultimately id need to know more about the target/end goal for the project.
@keithyakouboff8755
@keithyakouboff8755 14 күн бұрын
@@mootzartdev Sure... And thanks. I'm creating a video for church, but I do not want it to be videogame-esque. I'm thinking more documentary-level? Although some videogame imagery approaches that. The area's about 16.2mi square, from the ancient town of Nazareth to the eastern shore of the sea of Galilee. We'll be flying ~500' off the ground, in a two-minute span. I want it to be as photo-real as possible, but am prepared to get 90% there and be happy with that. Currently, I have satellite data that has deformed a large plane in Maya, using real-world units. The plane is as high-rez as Maya seems to be able to stand (~3,700 faces squared). Currently, I have about 15 variations of houses and other structures, and am starting to paint them in Painter. They are low-rez for sure, but I'm hoping they hold up in the final product. Eventually, I'll multiply these and spread them around in the various towns we'll be flying near. I'm planning to "paint" trees from Megascans or other sources within UE5 once the terrain and villages / towns are completed within Maya. The water presents another problem, but one thing at a time. The terrain texture concerns me and I'm unsure what I'm going to do yet. Does this help or just add to the confusion? LOL
@mootzartdev
@mootzartdev 14 күн бұрын
Haha it helps me know what you want to do a lot. But If you Can jump into the tecastus discord I could chat with you in realtime a bit better. ​@@keithyakouboff8755
@keithyakouboff8755
@keithyakouboff8755 14 күн бұрын
@@mootzartdev Oh well poop... I'm at work now. When do you inhabit that zone? (I might have an account, but I'll need the time away from work and my password info.)
@mootzartdev
@mootzartdev 14 күн бұрын
@@keithyakouboff8755 Im on there most of the time as its my main workspace also. Catch you there when you can
@AndrewOnWish
@AndrewOnWish 4 ай бұрын
Can you show us how to texture the map?
@mootzartdev
@mootzartdev 4 ай бұрын
Sure! I can work on a video for that. It can be very complex.. or very simple. Depending on what we would want to achieve.
@galegosantos3156
@galegosantos3156 4 ай бұрын
@@mootzartdev waiting
@tomerhertz8502
@tomerhertz8502 4 ай бұрын
Great tutorial....can you please share the height map ?
@mootzartdev
@mootzartdev 4 ай бұрын
Thanks! Im afraid i cant share this file as its from a personal game project.
@shaheen06
@shaheen06 4 ай бұрын
👍@@mootzartdev
@Mordynak
@Mordynak 2 ай бұрын
Afaik 16k is not the biggest heightmap file supported. Ive seen on discord people are importing massive ones. My massive terrain in ue4 will not import in ue5 however. I can import tiled maps in ue5 just fine. But anywhere near the size of my ue4 map and it runs out of memory.
@mootzartdev
@mootzartdev 2 ай бұрын
Yes. If you turn off edit layers you can go much bigger. But this essentially voids the 'modern' features of the UE5 setup. I would not recommend using a heightmap over 16321 unless your machine is absolutely insane specs. Which the average person has not got. So really, even the one from my demo vid here, is not the best example for the average person. I have done tests.. and generally 8k maps are the best (single heightmaps) and then tiled might be the way to go. However world partition is not designed for tiled. As it requires so much memory to complete the task. It has to essentially stitch them into one heightmap to then create the proxies. Which is a backwards way to do world partition terrains. hope this helps.
@kitbash9879
@kitbash9879 8 күн бұрын
Great video, thank you for that! btw, 32 Ram+4060 And I get out of memory crash( Best I can do now is tiny 16x16km. No way creating a bit bigger landscape involves enormous calculations to require a $5000+ PC. People did that way earlier on potato hardware. I hope Unreal folks will optimize this nonsense.
@mootzartdev
@mootzartdev 8 күн бұрын
Yeah the issue really is how they decided to divey up tasks. World Partition takes loads of memory in the first place as it has to break up the input in proxies. Where as before the user would usually make tiled landscapes externally. So now tiled even takes more memory then the old method because UE has to stitch the tiles together to then break them up again into WP proxies. So they will now have to figure ways of making that process better. It has certainly improved a ton since 5.0. but a long way to go for them to figure out other methods. They need to create a tiled hybrid for WP. Where you can use the titled method but you assign quadrants perhaps for inputing and it treats those quadrants as tiles which it breaks up, rather then stitching them together to then break up. There is also the issue with methods for making heightmaps that are bigger then 16k etc and if its worth it at the moment etc. I would say its nearly never worth using 16k .. even if we can scrape together a scene using it.. most people wont be able to run it with their machines etc
@loupeia16
@loupeia16 Ай бұрын
which program did u use to create the map?
@mootzartdev
@mootzartdev Ай бұрын
Gaea 1
@loupeia16
@loupeia16 Ай бұрын
@@mootzartdev U have to use the premium edition or with the normal is enought?
@mootzartdev
@mootzartdev Ай бұрын
@@loupeia16 there of course limitations with free versions. I use premium personally so I can export higher res.. But if it suits your project then of course stick with free version
@loupeia16
@loupeia16 Ай бұрын
@@mootzartdev aaaah okei thank u very much
@daybrick2513
@daybrick2513 4 ай бұрын
How many RAM do you have? and VGA? my computer crashes no matter what I do..:(
@mootzartdev
@mootzartdev 4 ай бұрын
Hey. I have a beast of a machine really. 128GB RAM + RTX 4090 with 24GB VRAM. The hard truth is that large open worlds are not easily possible on lightweight machines.
@AndrewOnWish
@AndrewOnWish 4 ай бұрын
Could you do a tutorial on how to optimize big maps?@@mootzartdev
@Criteon
@Criteon 3 ай бұрын
@@mootzartdevJak 2 ran on the potato ps2 and had a huge map, it’s about optimizations dawg u don’t need 128 GB of ram
@mootzartdev
@mootzartdev 3 ай бұрын
@@Criteon hahaha i don't think you understand mate. This is regards to importing a 16321 resolution heightmap in unreal engine 5. Not running it when it's optimised. For starters Jak 2 map mostly consisted of meshes and extremely low resolution terrains. It's a totally different thing all together. Check the documentation for Unreal Engine or attempt this yourself and see for yourself.
@Criteon
@Criteon 3 ай бұрын
@@mootzartdev I know, that’s the point, low resolution terrains, you said “large open worlds” not large resolution so this is just ur ego talking lol, if ur landscape is mostly flat u can get away with low res
@fletchmane6075
@fletchmane6075 3 ай бұрын
how did you get the image of you're height map to be 16k? were you using Gaea?
@mootzartdev
@mootzartdev 3 ай бұрын
Indeed. I exported a Gaea height map at 16k. Then simply changed its scale inside of G.I.M.P (or can use Photoshop) to 16321x16321. But you can use lower resolution heightmaps if you want to. But might not get the detail you want if you are scaling up to very extreme scales. And of course the import settings may require some adjustments to what is shown here.
@goldarrow7275
@goldarrow7275 Ай бұрын
"This might take a bit" I'm here making a 1,000 KM map compared to your 30 KM
@mootzartdev
@mootzartdev Ай бұрын
1kx1k?
@steffenaaland1580
@steffenaaland1580 Ай бұрын
1000kx1000k?
@oshavlfarms7239
@oshavlfarms7239 20 күн бұрын
I was looking to get started with that. Mind if I connect with you for some pointers?
@mootzartdev
@mootzartdev 20 күн бұрын
@@oshavlfarms7239 Jump into the discord mate. Feel free
@oshavlfarms7239
@oshavlfarms7239 20 күн бұрын
@@mootzartdev which one??
@CattyWampus_OFG
@CattyWampus_OFG 4 ай бұрын
Show how you do HLODS for the world. Jacking up the loading range is not a way to deal with disappearing landscape past the WP range
@mootzartdev
@mootzartdev 4 ай бұрын
No point in 5.3. I'll wait till 5.4.
@sifudarryl
@sifudarryl 3 ай бұрын
@@mootzartdevHow will that issue be resolved in 5.4?
@mootzartdev
@mootzartdev 3 ай бұрын
@@sifudarryl I can't even say for certain it will be resolved. There are lots of bugs with 5.3 and we can only hope they are fully fixed in 5.4.
@josephreynolds55
@josephreynolds55 3 ай бұрын
To have the landscape always loaded, you can de-select the Spacial Loaded checkbox in the Landscape details panel.
@michaelhampton645
@michaelhampton645 3 ай бұрын
Making sure the landscape proxies are not set to spatially load is 1 way to stop the disappearing landscapes, but if you're having the actual bug where landscapes disappear then make sure the level is saved and there is a setting asking if this is the main world and make sure it's checked or set to main world. It took me months to find a solution for this bug.
@upc9887
@upc9887 Ай бұрын
idk why ue5 landscapes require a lot of vram when you can create 10000km2 terrain in unity with 1gb of vram
@mootzartdev
@mootzartdev Ай бұрын
Its related to the new World Partition system. If im correct in saying.. it has to take the image you input process it and break it up into parts (proxies) which just seems to take a fair amount of resources. Its even worse if you attempt to use tiled setup. As it has to stitch it together to then break it up again. So its why they suggest generally to use solid heightmaps for World Partition.
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