November 14th, 2023 Livestream Q&A: How does Hannah feel about the World Partitioning system in Unreal Engine 5?

November 14th, 2023 Livestream

Q&A: How does Hannah feel about the World Partitioning system in Unreal Engine 5?

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yeah all right anyways so that's sort of like now we're talking hypotheticals here if anything but, I'm curious to hear sort of when we did the switch to on real Engine 5 like one of the tools that we decided to move or using was the world partitioning system yeah and now we talked about this in a stream a while ago I think that stream is still highlighted on our twitch Channel you can go back and watch that if you want, where we go more in depth as to like you know what's making the level actually looks like in the engine and all this stuff but now you actually had some time, to more like work in that system do you how do you feel about it now I mean I think ultimately it was like it makes things easier, because, we get to work in similar errors with multiple people without clashing necessarily because the assets that we're actually touching that are like that are relevant to our work are the only ones getting checked out instead of the entire area around it as well because back when we had our towel system let's say if you were working in Northern Forest like a fourth of that biome is on a tile but that that tile also has a bunch of Titan Forest on it and a bunch of bamboo Fields right so anyone who would work in TI forest or bamboo Fields would also be screwed because they couldn't possess that tile that you were working in so like and now we can kind of load in the parts that we actually need we we can be much more precise with what we what we possess essentially, locally and then, even then we get to like work in similar areas as long as we're touching different assets so for example World design and level design can work at the same time, in an area touching different things so like they'll be doing slug placement and we'll be painting the landscape and that's fine like we can do that in the same space which we couldn't before which is really nice but of course it does mean that for example caves were in a, separate kind of level like each cave had its own like suev that you could load but now all of the caves are part of the the bigger hole as well so if someone is working in a cave that's below TI forest and I'm working in th Forest there is a chance that we Clash, because they're no no longer in separate levels so it's like you know you win some you lose some but I think ultimately it makes things a little easier and we can be much more precise with like what parts we tackle at what time and if there's any overlap and we need like oh we have a scheduling issue like oh level design and like needs to work on fix some gameplay things like really quickly they can just do that and we're not like waiting on each other as much so TimeWise it's more optimized I believe for sure that sounds pretty good one and- I curious to hear if you agree with this well like one thing I kind of miss with the old system is like when you were working on Tiles at least you know when you were checking out tiles that you're like if I'm changing this I know I'm affecting that tile where like whereas when you get the checkout thing and there's like thousands of files it's not clear like what did I actually they're not named helpfully no super, cuz like for instance I don't know if you guys noticed this but when we launch update 8 there were a couple of trailer Assets in the level and, that was not intentional and I did have like I have a level like a a suble that had the trailer stuff in it but that still references the assets and it got checked in anyways, so that's a bummer but, yeah it's it's a bit less visible like cuz foliage essentially is still handled in batches so if you change it like one plant somewhere that does still affect like an entire collection and if someone is over here touching a plant and over here touching a plant it might still be of the same batch but you don't know that until you try to submit that change and it tells you oh no this other person has this thing checked out too bad and you're like ah well okay but how do you resolve that in that case mostly, you you wait you just kind of contact that person and you're just like oh hey I'm working here but I noed the this this is clashing with this thing like when you're done and then you do have to like wait for one another so you try to save often so that you understand when something is clashing and the moment you touch something new you save it immediately so you can check it out and no one else can touch it right so you just have to be really on top of things if you don't want any like conflicts to happen or people to lose a lot of work so yeah you have to be a bit more personally I think responsible for making sure things work okay yeah because typically how it works, for those who who don't know is that we have like a version control system and when we're working on files in the engine where we cannot merge them so to speak like when we're working on assets for instance like those are binary files and those like you can't go through each one and zero and be like oh this one changed so I should keep this one like you can't really do that so so you want to like save the version that is the most latest and you want to keep working on that sort of Stack it and then in in on real engine you can actually see when you save you can see like oh someone's already working on this FYI be aware, one of you is going to have to, change yeah yeah yeah we have, you know frequent, frequent boxing matches yeah I was going to say we fight a lot like see someone submit something like I'm gon to I was about to do that I get you it's mostly it's only really frustrating when you forget to save, and and you try and check something out and then it's already checked they're like God damn it yeah yeah I mean and and that I mean that happens anyway yeah like this is not something new it just happens a little bit more often but usually on a more smaller scale so you know again different flavors of the same thing