What is the cost and viability of conditional materials with open world level streaming?
I'm looking to build a large scale open world with changing seasons. As far as I understand, importing a tiled landscape with level streaming/world composition enabled will subdivide the overall world into separate levels as defined in the imported file. Can I use Landscape Layer Switch (or something similar) to assign different layers of landscaping materials based on a Season boolean value when the level loads? How will this impact performance?
Another question ( https://answers.unrealengine.com/questions/26388/conditional-statement-in-material.html ) mentions conditional statements in materials, which would be useful for un/applying a snow layer on trees or grass, although that leads me to my second series of questions-
Is there likely to be much of a performance impact in loading different tree models based on a seasonal value? Can I assign conditional foliage? Also, how might this impact LODs?
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