Unreal Engine Open World Preview and Landscape Tools
summary
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.
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chapters (16)
- 0:00Intro
- 0:41Overview of
- 2:04Challenges of
- 8:11Solutions: Grid Based Editing
- 10:56Solutions: File Per Actor
- 11:45Editing Tools: Landscape
- 13:26Landscape Compositing Layers
- 14:36Landscape New Layer System
- 17:29Landscape Improved Spline System
- 18:13Landscape: Blueprint Custom Brushes
- 39:45Procedural Foliage Improvements
- 41:33Streaming vs Runtime VT
- 42:05Rendering: Virtual Texturing
- 44:21Landscape: Virtual Texturing
- 44:33Atmospheric Sky
- 50:52In Summary
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