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

 

From this:

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