How I made my World Partition spatially loaded actors remember their states - Dev Diary
Now my collectables stay collected and interactable remember their states with a plugin (which no one is talking about??) from Epic. ⭐ join / nancedevdiaries for perks (credits, ad-free videos, early access, newsletter) ⭐Ad-free version at / ad-free-how-i-my-125265080 I've implemented persistence in my World Partitioned level with Unreal Engine's Level Streaming Persistence plugin! Feels like a game! At some point in your game development you'll have to start thinking about saving states and progress, regardless of game engine. In my case I had to address it earlier because I'm using Unreal Engine's World Partition and the actors are loading/unloading or well streaming in and out during play. Problem: I have a big hub world which utilizes the UE5's world partition and walking back, actors were forgetting I had interacted with or destroyed some collectible actors. Outcome: Now that I implemented a solution, my demo feels like a game!! Having objects you interacted with or collectable stay collected feels amazing. I don't know why I waited so long to implement this. 🎁 Thanks for watching and supporting! =============== 📚 Document/links I reference in this video: =============== Unreal World guide : https://dev.epicgames.com/community/l... Unreal Roadmap mention : https://portal.productboard.com/epicg... SPUD plugin : https://github.com/sinbad/SPUD Rama Save System FAB : https://www.fab.com/listings/8abab127... ===================================== 🔊 More game updates or channel updates ===================================== NanceDevDiaries: https://linktr.ee/nancedevdiaries Portabellows Game: https://linktr.ee/portabellowsgame ⏲️ Time Stamps 00:00 - Intro 01:14 - My test map for easy persistence testing 02:25 - World partition will try and spawn the spatially loaded actors regardless 03:19 - Where I found my solution from Epic 04:11 - Important experimental note 05:07 - Setup the plugin 06:24 - Using that saved value in your actor to initialize "open" state 09:05 - The challenge of destroying spatially loaded actors 10:39 - Make use of the variables you save through the persistence manager 13:55 - Other solutions, SPUD, free option 16:06 - Call to action : give feedback to epic

Generate HLODs in a world partition level tutorial tips & tricks : save time and gain performance

Speed Level Design (No, not Environment Art) - Volcanic Heist

How to Use Unreal Engine’s New Landscape System - Mesh Terrain Tutorial

Unreal Engine - The End of an Era - Blueprints & Actors Going Away?!?!

How I Made Real-Time Shadows in 2D

The Trick To Instantly Make Your Game FUN

Unreal engine World partition & Landscapes Technical overview, Setup, Optimization, LODs, Streaming

6 DEVS Compete to Make the BEST GAME for $3,000!

How Much Money my Indie Game Made (After 1 month)

Optimizing GPU Performance for “Far Far West” (UE5 Indie Game)

Maximizing Your Game's Performance in Unreal Engine | Unreal Fest 2022

How Crimson Desert Fakes Realism (It’s Genius)

Understanding "Components" in Unreal Engine | UE5 Explained

The Unreal Engine Game Framework: From int main() to BeginPlay

MUST KNOW FACTS on Unreal Engine 5's Framework

I solved Unreal Engine's Package Size Problem...

Dev Diary - How is my game dev going, learnings with FMOD, Face rig, Possession and Camera

From Blueprints to C++ in Unreal Engine (Beginner Tutorial)

How I Built an Open World Survival Island with Procedural Tools in Unreal Engine 5

