~/talk

Unreal Engine Open World Preview and Landscape Tools

Talkat Unreal Dev Days 2019 · on Thursday, 2019-11-21· [game-development, frontend-architecture]
links:none on file
slides:none on file

Overview of current Open World work in UE4 with concrete features and tradeoffs: a new Landscape Layer System (4.23 experimental, 4.24 aims beta) gives non‑destructive stacked height and paint layers; Blueprint Custom Brushes (Landmass) let Blueprints render into height/weight maps via GPU Distance Fields but currently render the whole landscape and cost editor memory; Runtime Virtual Texturing enables multilayer blended terrain/mesh sampling; procedural foliage gains exclusion layers; a grid‑based auto sub‑level workflow and file‑per‑actor editing reduce chunking and checkout conflicts. Experimental demos run but need perf and tooling polish.

AI-written summary · about

  1. 0:00Intro
  2. 0:41Overview of
  3. 2:04Challenges of
  4. 8:11Solutions: Grid Based Editing
  5. 10:56Solutions: File Per Actor
  6. 11:45Editing Tools: Landscape
  7. 13:26Landscape Compositing Layers
  8. 14:36Landscape New Layer System
  9. 17:29Landscape Improved Spline System
  10. 18:13Landscape: Blueprint Custom Brushes
  11. 39:45Procedural Foliage Improvements
  12. 41:33Streaming vs Runtime VT
  13. 42:05Rendering: Virtual Texturing
  14. 44:21Landscape: Virtual Texturing
  15. 44:33Atmospheric Sky
  16. 50:52In Summary
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