Unreal Engine 5 on Decimated

Unreal Engine 5 on Decimated

Unreal Engine 5 on Decimated

Challenge

The absence of pipelines and experience in the team for developing an open-world project (World Partition) on Unreal Engine 5.

Solution

  • We profiled the GPU/CPU and memory, conducted an audit of assets and materials. We identified and documented the issues. We trained the team on how to avoid these problems.

  • We developed a pipeline and trained the team to work with the open world in Unreal Engine 5:

    • introduction of Data Layers and Level instance when necessary;

    • selecting optimal streaming distances;

    • choosing the size and number of Landscape chunks;

    • generating HLOD and Landscape spline actors;

    • Implementation of RVT, VT and Nanite in the asset development pipeline.

  • We developed a Game Feature to add additional or seasonal content modules to the game.

  • We set up content validation using standard UE5 tools (Asset Data Validation).

  • We supported the team in working with the version control system (Git/Perforce) and the OneFilePerActor option.

Outcomes

  • The team knows how to work with UE5 tools and version control systems.

  • Content is validated. Its saves time, reduces the number of bugs and build errors.

  • A good level of UE5 editor stability has been achieved. Following the pipelines and recommendations from Epic Games helps the team not to lose work and reduce the number of editor crashes.

Challenge

The absence of pipelines and experience in the team for developing an open-world project (World Partition) on Unreal Engine 5.

Solution

  • We profiled the GPU/CPU and memory, conducted an audit of assets and materials. We identified and documented the issues. We trained the team on how to avoid these problems.

  • We developed a pipeline and trained the team to work with the open world in Unreal Engine 5:

    • introduction of Data Layers and Level instance when necessary;

    • selecting optimal streaming distances;

    • choosing the size and number of Landscape chunks;

    • generating HLOD and Landscape spline actors;

    • Implementation of RVT, VT and Nanite in the asset development pipeline.

  • We developed a Game Feature to add additional or seasonal content modules to the game.

  • We set up content validation using standard UE5 tools (Asset Data Validation).

  • We supported the team in working with the version control system (Git/Perforce) and the OneFilePerActor option.

Outcomes

  • The team knows how to work with UE5 tools and version control systems.

  • Content is validated. Its saves time, reduces the number of bugs and build errors.

  • A good level of UE5 editor stability has been achieved. Following the pipelines and recommendations from Epic Games helps the team not to lose work and reduce the number of editor crashes.

Challenge

The absence of pipelines and experience in the team for developing an open-world project (World Partition) on Unreal Engine 5.

Solution

  • We profiled the GPU/CPU and memory, conducted an audit of assets and materials. We identified and documented the issues. We trained the team on how to avoid these problems.

  • We developed a pipeline and trained the team to work with the open world in Unreal Engine 5:

    • introduction of Data Layers and Level instance when necessary;

    • selecting optimal streaming distances;

    • choosing the size and number of Landscape chunks;

    • generating HLOD and Landscape spline actors;

    • Implementation of RVT, VT and Nanite in the asset development pipeline.

  • We developed a Game Feature to add additional or seasonal content modules to the game.

  • We set up content validation using standard UE5 tools (Asset Data Validation).

  • We supported the team in working with the version control system (Git/Perforce) and the OneFilePerActor option.

Outcomes

  • The team knows how to work with UE5 tools and version control systems.

  • Content is validated. Its saves time, reduces the number of bugs and build errors.

  • A good level of UE5 editor stability has been achieved. Following the pipelines and recommendations from Epic Games helps the team not to lose work and reduce the number of editor crashes.