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Unreal Engine 5.3 - New World Building Tools
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48,042 Views • Jul 30, 2023 • Click to toggle off description
Check out my Multiplayer Survival Game Course:
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Hello guys welcome back to another video. In this video we will be checking out some of the new World Building Tools that are avaible in Unreal Engine 5.3 - Things like the new support for importing Large Landscape Resolutions and also the ability to enable Nanite on Landscapes. We will be checking out some world partition maps. Let me know what you guys think down in the comments below!

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Views : 48,042
Genre: Gaming
Date of upload: Jul 30, 2023 ^^


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RYD date created : 2024-05-04T06:11:56.267353Z
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YouTube Comments - 104 Comments

Top Comments of this video!! :3

@SmartPoly

9 months ago

Check out my Multiplayer Survival Game Course: smartpoly.teachable.com/

2 |

@kalex07

6 months ago

I just spent half a day trying to convert my landscape to nanite because its so big and UE just kept freezing for 15 minutes and crashing everytime. Finaly at 02:55am I realised that if I hide 3 parts of the landscape in world partition, I can convert it to nanite in 4 seperate chunks. I was about to give up after finding no help online so hope this helps someone else out.

28 |

@codymccarty9327

8 months ago

The problem people ultimately want solved, deals with huge open world, far view distance, performance, and something like the landmass and water plugins. I want to quickly build/iterate on a world where I can see a distant mountain through the trees in my forest at high fps.

11 |

@svs4662

8 months ago

I'm still waiting for EPIC to solve the issue of the lack of Landscape Displacement that we used to have in UE4... we were able to use texture displacement and paint them with the layers in the map... I really miss that

4 |

@notroMcS

8 months ago

Just discovered your channel! This content is awesome. Im dipping my toes into game dev as a hobby/side project and I’m loving this so far. Nice and short content which shows what’s possible.

1 |

@kenalpha3

9 months ago

What plugin/asset are you using for the Flying navigation? It looks good.

22 |

@michaelcuneo9746

9 months ago

If you set it up and load it all properly, you can have HUGE maps in UE4... I replicated the entire continent of Iceland in UE4 about 10 years ago. Took me ages to get it imported properly, but it worked... you could walk from one side to the other, in real time... it took days.

24 |

@Punisher1992

9 months ago

You are awesome! Please never stop.

1 |

@GoodguyGastly

9 months ago

Super stoked about the landscape stuff but i agree with everyone else, i need that flying character.

4 |

@JohnDowson100

7 months ago

The sea foam looks terrific! How did you do it?🤩

3 |

@KapilRana-ei5wd

9 months ago

Dear Smart Poly, Thank you for always presenting us with the right content. Can you please make a video on the future of AR headsets and any update on rdr3 and gta 6

1 |

@TriInfinity

9 months ago

Very cool, just wanted to render a basic canyon done with Gaea with 8 bigger tiles with 4k textures and it completly killed my 4090 .... Much to learn still.

3 |

@danielmojojohnson1169

9 months ago

Hey, if I used the third person template for your course would it still work the same? I am about to purchase but wanted to make this in third person

1 |

@sarahlynn7807

9 months ago

Interesting. I'd really like to see what the largest possible landmass sizes are.

2 |

@LordNorthern

8 months ago

Great channel! You dive into all the new changes in UE5, something that I think it missing on the official channel. Trying the huge landscape thing! subscribed

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@Coulter_Rethink-Viz

4 months ago

Thanks for addressing the bugginess of enabling and saving nanite landscapes. In my experience, I either crash when enabling the nanite landscape, building the nanite landscape, or saving the nanite landscape. I've gotten around these issues by handling 1 landscape at a time, but this does really throw a wrench into pipeline efficiency.

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@laurensdesmet70

9 months ago

The Landscaping plugin that's currently still for free this month (aka today) helps with loading huge landscapes into UE5. Could be useful for further experimentation if you want to easily get some different sized test environments in. In and of itself it does a great job creating huge landscapes that are traversable in real time, but with nanite, I bet it'll be a breeze over time.

5 |

@tony-ry3li

8 months ago

I read somewhere that you can determine the internal (dynamic) resolution of a game with UE if you feed it a lossless recording. Is this a tool/thing possible with UE5? Thanks.

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@Drakmour666

8 months ago

Sooo with this cell system is it possible to implement procedural generation for those cells that will build the level with given logic of what should be in each labeled type of the cell (with things inside the cell itself generated in various versions with logic too), what cells should be connected to each other during generation of the level and all that stuff for making Rogue-like games.

1 |

@mootzartdev

8 months ago

Can you please do a demo of how you got the map in there? I've been attempting it and having trouble. I know you have explained it in here.. but seeing is the way for me and im sure alot of others

1 |

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