World Composition or Level Streaming?
So as far as I know, World Composition completely replaces Level Streaming when active, so its either one or the other. I can't really see which one I should be using. I wish to create an open world as big as GTA, and thus need one of the two for optimisation. Whats the difference between them anyway? They both do the same thing, except WC uses distance, whilst LS uses volumes. Apart from that is there any adv or disadv to any of them? The only disadv I can think of is that you can't use WC for multiplayer without dedicated servers I think.
TL:DR, Can someone please specify any adv or disadv to WC or LS, and explain which one is better for an open world. I want a detailed map, and need one of the these two things to help optimize.
asked Apr 22 '18 at 05:37 PM in Using UE4
With World Composition you can load/unload parts automatically or/and via blueprints (let's say - simple streaming inside World Composition System). So for large world start from World Composition and load/unload smaller parts, blueprints etc via code/blueprint.
Other solution is to create custom level streaming with some kind of world composition system, but why if this is done?
Btw. I hope you have idea what means making game like a GTA, you have huge team or a lot of $$$ and time.
answered Apr 23 '18 at 12:41 PM
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