Level Tile Properties
This document describes the level tile properties of the world
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.
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.
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.
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
Choose all CustomProceduralFoliage
and choose Remove All
Select all VineDrapers, and choose Remove All
Choose all CustomSpawners
, and choose Remove All
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To this:
Demo:
Fill Map with Procedural Foliage using the tools
First Create the tiled levels, if they not already created, if using
world composition
.
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
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
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 )
Select the CustomProceduralSpawners
, and choose Run Simulation ( this spawns procedural foliage specifically on the terrace actors)
Then select the various Custom Procedural Spawners
, once by one and choose "Generate Tiled Instances"
From this:
To This:
Demo