Level Tile Properties
This document describes the level tile properties of the world
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TestGridMap
World consists of:
6 ( 3X by 2Y )
100K Unreal Units Size
level tiles.300Kx200K uu
World Total Size.
2 Persistent landscapes.
Purpose: Testing procedural tools only.
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TestLargeMap
World consists of:
91 ( 8x8 )
100K uu size
tiles.800Kx800K uu
world total size.
1 (8km x 8km) persistent landscape
Purpose: Testing and optimizing procedural foliage and tools.
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Lunei_Main
World consists of:
50 ( 10x5 )
100K uu size
tiles.1000Kx500K uu
world total size.
2 (4km x 4km) persistent landscapes
Purpose: Lunei main open world.
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Clear a map
How to clear a map from level tiles and foliage. And return the stuff back to persistent level.
Load all level tiles
Select all Custom Procedural Spawners
from the world outliner, and choose: Remove Tiled Instances
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Choose all CustomProceduralFoliage
and choose Remove All
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Select all VineDrapers, and choose Remove All
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Choose all CustomSpawners
, and choose Remove All
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From this:
To this:
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Demo:
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Fill Map with Procedural Foliage using the tools
First Create the tiled levels, if they not already created, if using
world composition
.
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Create the Procedural spawners, and foliage spawners as desired ( use Lunei as example )
First Select the Custom Spawners
in the World Outliner ( for terrain actors, like terraces), and choose Run Simulation
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Now ensure the terrace actors go their respective tiles, run the Goofish Optimization
Tool, enter the world's extent and tile properties, and choose "Move Actors To Level based On Position“ ( be sure to choose Move Actors To Folder as well, this will create folders per tile, if not already present, and/or move the actors into their level tile name in the scene
as well)
This will move the terrace actors into their respective world tiles
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Select the VineDraper
, and choose Run Simulation ( these tools from here on, will live in the same level as the parent they drape over, so no need to move them manually to their respective level tile )
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Select the CustomProceduralSpawners
, and choose Run Simulation ( this spawns procedural foliage specifically on the terrace actors)
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Then select the various Custom Procedural Spawners
, once by one and choose "Generate Tiled Instances"
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From this:
To This:
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Demo
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