Map to Map transition - World Composition Enabled - Maps in different sub-directories - how do I?

Hi,

That setup should work. You should specify full path in OpenLevel node like:
/Game/Maps/Solar_System/Developer_Planet/Ocean1/ocean_1

If it doesn’t work and crashes, post your crash logs here.

Hi - So I have a question on how to do a map to map transition where maps are in different sub-directories for organizational purposes while using the World Composition framework to create multiple independent Areas withing a single Zone. Below are the conditions I’m using and example of what I’m attempting to do.

Version: 4.4

  • World Composition enabled (tile mapping with terrain)
  • Mode of travel: Running, by boat, by aircraft

Goal 1 - Travel from Landmass 1 - travel over / through an ocean - destination is Landmass 2

Goal 2 - Seamless transition between landmasses and specific .umap files

Goal 3 - Basically trick the player into thinking the world is big and vast, while still maintaining smaller files for processing purposes.

Here’s the catch … Landmass 1 has several “map files” (Dabling_Breach_1.umap / Dabling_Breach_2.umap / etc) and it is contained in a directory. The ocean is contained in a 2nd directory. Landmass 2 is contained in a 3rd directory. All three directory folders are contained in the Developer_Planet directory.

Example:

  • C:/Users/OVERLORD/Documents/Unreal Projects/Sample_Game/Content/Maps/Solar_System/Developer_Planet …
    \Developer_Planet/Landmass1.(various .umap files x 10)

\Developer_Planet/Ocean1/(various .umap files x 10)

\Developer_Planet/Landmass2/(various .umap files x 10)

With me so far?

I’ve been using the TriggerVolues with OnActorBeginOverlap wired into Open Level and the map.umap file name to cross from one map to the other within the same directory no problem. But with these maps being in different directories (for orgainization purposes) I am unable to make that transition on the blueprint as shown below. When I hit the trigger, its crashing. I suspect I need more to the blueprint.

Question:

  1. With World Composition enabled for large world sections … Can I conduct a seamless transition between two maps in different sub-directories (Landmass1/map_1.umap → Ocean1/ocean_1.umap → Landmass2/map_1.umap) ???
  2. If so, do I need to put more into the below blueprint screen shot to accomplish that?
  3. If so, what?

I very much appreciate the time and assistance on this. My game is going to have multiple worlds, space and I’m laying out the architecture design to remain very organized while using smaller maps for fast processing.

And cool, the formatting of my post is all jacked up … sigh

Ya, its not liking this. So I did a simple set of tests. 1 Directory with 2 Sub-Directories (Planet\Landmass1\Compound.umap & Planet\Landmass2\Beach.umap) Each with a .umap contained within each Landmass directory.

I set up the OnActorOverlap trigger to move the player from the Compound.umap to the Beach.umap … Its crashed each time.

Here is my crash log

=============================================

!Id:b61d3db364682e5c24a0eb59427cbdc5

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: LoadSucces [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.4\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 7745]

KERNELBASE + 37901 bytes
UE4Editor_Core + 3095148 bytes
UE4Editor_Core + 1661722 bytes
UE4Editor_Core + 1541808 bytes
UE4Editor_Engine + 8827698 bytes
UE4Editor_Engine + 9122557 bytes
UE4Editor_UnrealEd + 1812794 bytes
UE4Editor_UnrealEd + 5925286 bytes
UE4Editor!FEngineLoop::Tick() + 3294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launchengineloop.cpp:2098]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Sorry, the formatting on this posting board is weird …

/Unreal Projects/T_Test/Content/Maps/Planet/Landmass1/Compound.umap

/Unreal Projects/T_Test/Content/Maps/Planet/Landmass2/Beach.umap

Could you attach log files from a crash? You can find them in PathToYourProject/Saved/Logs folder.