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Question about the Map in DeadMatter

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Posted (edited)

Hello everybody ! 

Im New here in this Forum. 
I follow the procces of Dead Matter a long time. 
First i need to say : RESPECT 4 that HUGE WORK ! 
Im very impressed by it..

So my Question what i have is how you able to make a map like 400m².
The most commend way to handle this is by LevelStreaming right ?
Did you handle Dead Matter with Level Streaming in UE4 or worldcomposition?

And what is when you go on the biggest hill in the map ? The complete map is not showing because you not near enough to load the next section right ?
How is this work ?

this would be awesome when i become a answer on this.
I am not a concurent or something... I am a hobby dev and i work with ue4 since only 3 months or 4 ^^ 
I am very very impressed by this project and i ask myself a lot of questions when i see the vlogs.
But my important question of all is how you handle the levelstreaming (when its based on streaming)


Kind Regards From Switzerland 

Edited by =GER=GXR4Z0R

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We use world composition and level streaming. The world is broken up into roughly 100 tiles. Distant tiles unload and get replaced with a mesh, so the whole world can technically be seen at once from the top of a mountain. 

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Wow okay.  But the Buildings and all that stuff on the blendet Mesh are not visibile right ?
they are only visibile when the section of the real map is loadet ?

And thanks for your answer = ) 
i appreciate that !

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