![]() ![]() Levels outside of this area will be hidden automatically, and their level images will reflect this. The safe edit area's size is equal to the WORLD_MAX constant in the engine. The minimap has a yellow square indicating the safe edit area. If you have Actors like this that you do not want to include in the level bounds calculations, you can disableĪutomatic level bounds calculations and set a fixed size for the Level Bounds Actor.Ĭurrently, Realtime must be enabled in the viewports for the Level Bounds Actor to function. However, someĪctors, like skyboxes, can have very large bounding boxes, which will result in overly large level tiles in the world minimap. The Level Bounds Actor is used to calculate the size of the level.īy default, the Level Bounds Actor automatically resizes to include all Actors found in the level. The first time a level is loaded in World Composition, a new Level Bounds Actor is automatically created in the level. Lose its ability to be aligned with other landscape levels. This is done to enable seamlessĮditing between Landscape Actors in different levels.Īll Landscape Actors will have transformations disabled in the Editor Viewport to ensure that the landscape cannot be moved by an arbitrary amount and Levels based on Landscape Actors have snapping based on the base landscape component size. Level tiles, your levels must have integer bounds sizes. Note that level position is stored as integer coordinates, so for exact matching of adjacent Use the Level Editor's snapping settings. Holding the Control key will cause the level movement to Whenĭragging levels, they will snap to the edges of other levels. This map allows you to preview your world from the top and arrange the position of levels by dragging them. The image of the level is updated every time content When there are no layers toggled on, no filtering is performed.Įach level except the persistent level has an image and position in the world, which are displayed in the minimap. You can toggle multiple layers by using Control+Mouse Click. You can filter your levels by layer by clicking on the layer name above the minimap. Layers which have no assigned levels will be deleted automatically the next time you open a level. Layers cannot be deleted or edited, so if you would like to change streaming distance settings, create a new layer with your desired settings and assign levels to it. You can create new layers by clicking the Add (+) button to the right of the existing layer names.Įach level can only be assigned to one layer at a time. Levels assigned to a layer with streaming distance disabled will be excluded from distance streaming, and can instead be Layers hold information about streaming distances, so levels assigned to a particular layer Here, you can see the layout of your world.īy default, all levels are assigned to an Uncategorized layer. When Enable World Composition is on, there is a button to open World Composition at the top of the Levels window. In the Levels window, you can lock and save levels, as well as open the Level Blueprint for each level, with buttons to the right of the level name. Using drag-and-drop, you can establish relationships between individual levels.Ĭhild levels store position relative to the parent level, so when you change the parent level's position all child levels will recalculate their position accordingly. ![]() To load a level in the world composition, just double-click its name. Currently loaded levels will have their names in white text, while levels that are unloaded have grayed-out names. The level with its name in blue text is the current level. The entries in the Levels window represent your world hierarchy. This window, click on the Windows menu, and then select Levels. You can also disable world origin shifting by switching off Enable World Origin Rebasing flag in World Settings.Īfter you have activated World Composition, all the levels in your project will be visible in the Levels window. World Composition managed worlds can be activated by switching on Enable World Composition flag in World Settings. World Composition relies on a world origin shifting feature which, when used with distance based level streaming,Īllows you to create worlds which are not limited to the WORLD_MAX constant value hard-coded into the engine. You can load or unload any part of the world manually at any time. Initially, all levels except the persistent Which World Composition can read without loading the level into memory. Each streaming level has information stored in the package header, The persistent level does not store any streaming information and instead scans a folderĪnd treats all found levels as streaming levels. Persistent level to store streaming information as it becomes a bottleneck when a team of level designers want to work World Composition has been designed to simplify managing large worlds. ![]()
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