 Hey, what's up everybody? So in this video, I'm just going to kind of walk through this new project that Unreal Engine team has put out a couple of their developers used Unreal Engine 5 to create this simple example game called Stacko Bot where you are a robot or multiple robots and you can go around and interact with various things and walk through the world and it's a good example of doing the world partitioning and loading in individual level pieces as blueprints It's got a lot of interesting stuff. So let's check it out. You know, first off, this is a little Pretty simple game where they've got some basic assets. They've got some interactions A little place where you can generate these robots some different things. It'll happen sliding doors moving panels Some little things to collect And then this pretty nice little background that they've got going on here some movement in these trees So anyway, let's just jump right into some things. I think it's pretty cool about this So first off the when you first started up, it's focused on this, you know, this map uses the world partition and this is a new thing in Unreal Engine 5 and They just have four partitions Created here. You could make as many as you wanted to out of this I imagine and the idea behind this is that each one of these is an individual level that is dynamically loaded As you enter the area and I believe that you can set You know the distance how far away from the area until it starts to load or whatever else You know, you can for the for the game purposes. I'll just go ahead and let's see. I'll just select all of these You see I can load these cells. I can unload all of them. I can move the camera to a specific Part I mean, let's see if I do this It's not loaded. So let's load this and Maybe let's load that You know what? Let's just Let's load them all We're gonna see what's happened. It's moved me to a point that I'm behind a rock Okay, so it it did work. It just moved me to a point in the map that that wasn't visible So at any rate with all of this loaded you can see they've built out some Some pretty neat things here. Each one of these buildings is a separate Level blueprint. I'll get into that here in a second. Actually, I think I've got it right here in the bottom Each one of these main areas is a different structure and so what they've got here is they've put these pieces together as a blueprint See, let's move this over They've built this out of individual pieces individual static meshes and they've just kind of combined it all into one easy to to place and manipulate Piece of code or piece of asset here, so They build all of this stuff in and this you know You can do different things in the event graph if you wanted to here You can have blinking lights or you could have whatever else that you wanted to and it's all contained within this one file And then if you have multiple Developers that are working on one level that each can have their own copy of this packed instance level here And that way they can You know make their changes Commit them to source control and not you know risk overriding or running into issues with other developers work it used to be in Versions before this that you had to basically check out the entire level and if you made any changes to it You had to then save You know push the level back up to your source control system have another developer pull that down You know and then make whatever changes and so this at least breaks it into you know Four distinct sections that a developer could work on and then you know individually load in You know commit back to the source control so that the other developers could could pull that that new work down and updated in their own project So way easier of a workflow when you have multiple developers working on a single level So let's see another thing that was interesting that I saw in the the overview made by the guys That created this is if you notice these trees back in the back. They aren't moving They're just like static meshes but then this tree has a little bit of wind motion to it and This is actually two different materials that they're changing based upon the LOD Oh, and how how close you are to it on the level of detail and so when you're close to it it will Show you one material and when you're further away, I'll show you another one. So I just got the I got to the distance there where this one is going to start and you can see it start to build in Dynamically load some some pieces here And this is interesting too, I haven't quite seen how they do this yet how they put this boundary up around the edge I imagine it's probably fairly simple to do since I think that's probably built into the engine The way that they fit all of this and everything and under one gigabyte is pretty interesting and that it works with You know PC or Mac I'm not sure if it's set up for mobile or not probably not but But at least, you know, you have some sample code that is at least cross platform So let's see. Let's just jump right in. Let's play this game for a second. That was a pretty neat little thing that little loading Thing that happens whenever you start to level let's do that again That little thing was neat and I saw where they did that was Let's see It was on the HUD I believe so let's go into the blue blueprints framework and let's look for the in-game HUD here Yeah, this is where they were doing this. So on begin play they have a sequence and the first thing they're doing is they're loading that little widget and Then they're just you know doing this set fade to fade to zero This is another interesting thing where they are dynamically changing the camera based upon Where you where it is in relation to the character like I'll show an example of that like as you get It's just handling, you know, this these Going into going through objects or whatever else or whenever you Go into whenever you jump or double jump and it goes into this Jetpack mode it zooms back a little bit just to kind of give you a little more Space on that. It's kind of jumping around. I am trying to play this game And also record and stream all at the same time. So not really sure how well this is going to go Has these little checkpoints like this and so as you hit this it Saving your game and it also makes that the next print Station so see if I hit F here to print a robot. It's gonna print a new one right there So this is another cool new feature of Unreal Engine 5 that they use in this example, and this is input mapping so normally you would go to your project settings and you would go to your Input section here and you would create all of your mappings right here This is how you would normally do this. I think you relate to these mappings, you know in your player controller or in your Your player blueprint whichever way this works now with this new input mapping scheme and so We have this new file that defines all of those same things that you would normally put in the input section So you have your your action here that you want and you have each of your keys here That you might want to to use for that and you can add as many of these as you like just like the other way This gives you a little more flexibility and that it breaks it out of your project settings Each one of those correlates to one of these input actions So you create one of these for each one of your input actions that you want to support And you know, this is like this one has a you know a 1d axis This one the jump, you know, it's just a boolean on or off So There's probably more flexible things that you can do with this in the future This is just kind of what I know about it right now and it was really neat to see them use it in this project I'm excited to learn more about this feature So this project is one of the first ones I've seen that has used the metasounds. Um, this is Very intriguing to me as a musician and into Sound synthesis waveforms and whatnot. That's kind of what you're doing here on these metasounds. So All of the music for this Example game is created dynamically using waveforms and LFOs right here within metasounds And the really interesting thing to me is that you can have input To to the metasound in this case, it's the bpm And so you can speed up or slow down the music So if you have a more exciting scene and you want to speed the music up To kind of add to the tension you can do that if you have a more relaxing Section and you want to slow the music down to kind of convey that You can easily just set the input of a bpm and that's a pretty pretty interesting way to do it So that you don't have to have multiple audio files that you were loading in To memory and you know switching over to This all looks fairly complicated. I haven't gotten into this very much yet, but it looks like we have a bunch of You know triggers that are waveforms that are being triggered By different things different bpm's. Let's see. We've got a LFO here. So this is doing some modulation on it Looks like we're kind of grabbing some random notes And we're doing a MIDI note quantizer so that we're basically sticking them into a scale So that they You know sound like like you mean for them to sound and not just random notes Yeah, so we're going on through this here's a couple of saw waveforms that they're adding in So it looks like they're probably doing some processing Of the actual MIDI note before it actually gets to the waveform generator. This is all really really cool I'll probably will be doing another video just on metasounds in the near future Kind of digging into what some of these new things do and how to add this into your game So thanks for watching Make sure that you download this demo and check it out It's got a lot of great stuff in it for Unreal Engine 5 things that I haven't seen tutorials on just yet And it gives me a lot of ideas for new tutorials to make And new examples that I can create with some of this stuff So, uh, you know, I'll leave links in the description of where to get it It's in the Unreal marketplace and I'll leave a link to the example Video that was created by the developers of this they go into some of these things In in more detail than what I've gone into here. Uh, and Anyway, it's interesting to watch. So thanks for watching and make sure you subscribe if you like this type of stuff