Map to Map transition - World Composition Enabled - Maps in different sub-directories - how do I?
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.
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.
answered Aug 22 '14 at 05:38 AM
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