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Unreal Engine Settings

Ted Barnett edited this page Oct 3, 2023 · 14 revisions

The current project requires Unreal Engine 5.3 running on a high-end Windows PC. Over time, we should be able to migrate to next-gen Mac, VR, AR, and smartphone platforms as they improve (and UE improves). For now, here are some settings that improve the realism and performance of TimeWalk:

Resolving Github "conflicts"

  • When merging one branch into another (e.g. Dario into ted), you may see "Conflicts", which means that an actor or object was edited in both branches and Github needs to know which one is "real". You'll need to "resolve conflicts" for that file and decide which branch to trust.
  • All you see is the path to the file name of the ".uasset", which is hard to interpret. Try opening the project in UE, then go to the menu "Tools/View Changes" and search for the uasset string. That might tell you what it is/was. I tried asking about this on Unreal forums here.

Movie Render Queue Settings

Make the following changes in each level you want to render (i.e. repeat the process each time you load 1609, 1660, etc.):

  1. Enable Streaming (under World Settings/World Partition Setup). This will load only the landscape tiles that are in view at any time.
  2. Set LOD 0 Screen Size to 4.0 (default is 0.5) under Outliner/Environment/Landscape1609/Details. Screenshot below.
  3. Build HLODs to prepare for streaming (Build/Build HLOD). Do this after changing LOD 0 screen size to 4 (see above).
  4. After "Building HLODs", you can set LOD 0 Screen Size back to 0.5

Optional:

  • Alter the "Loading Range" (under World Settings/Runtime Settings). Default is 76800 (0.78km). Try larger numbers.
  • Enable hardware ray tracing (Edit → Project Settings → Engine → Rendering) if your graphics card supports it

LOD screen size settings:

image

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