GameDevMicah: UnrealEngine 5.1 5.2 Tips 3D Impostors Imposters plugin and Voxels Nanite Indiegamdev

Опубликовано: 29 Сентябрь 2024
на канале: Aggressive Mastery
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I am an #indiegamedev working in ‪@UnrealEngine‬ UE5.1+ on ROADLESS THE GAME :D @Roadlessthegame on twitter, #steam #epic market place.

Steps Summary : see impostor plugin level/map

Tricky Main Note (*THIS IS ALL YOU HAVE/MUST READ*)
7.1 ) Delete the BP_Generate_ImposterSprites blueprint to clear
object references and THEN save exported Material and Static Mesh.
7.2) If you exit the level before doing so, the editor may crashes.

Sorry for the long winded details, but being a sologamedev/indiegamdev dad of two little boys (Luke and Logan, 1 and 5 :D! We just started streaming minecraft together.)
I have no time. Just typing these details is killing me. I gotta get that material updated and move on to the next points of dev. I hope to provide better tutorials in the future.

I am using the excellent Voxel Plugin Pro V 1.2 to runtime generate my multiplayer environment. https://voxelplugin.com/
VoxelPlugin v1.2 will procedurally spawn non-nanite foliage actors for small debris to statically place around the player. This is great for a simple runtime population of detail, but would require touching of the code, to the plugin to update and support nanite. For some reason the HISMs used do not, I think the meshes are further merged by the plugin. So this is my workaround.

Short of updating the voxel plugin, I am looking at what can be done with 'the old ways' of UnrealEngine UE4.26 UE4.25 UE4 and LOD with Instances and 3D Imposters. This may also help in case non-RTX players. I am on a 1080TI.

The Imposter Plugin is updated for Unreal Engine 5 / 5.1 and can be enabled from your editor. Each Imposter is an additional heavy material, and should not be forgotten. I am focusing on fast spawning actors near the player, that do not replicate. I am replicating the nanite actors, seen as mountains, cliff-sides, cars, large rocks. I may make them all imposters as well, all depends how test/tune turns out. #devlog

Cheers,
LinkedIn: Micah Berninghausen
Micah @gamedevMicah on Twitter / AggressiveMastery.com / @RoadlessTheGame Twitter as well.