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Frontend always crashing. (Level Stream it!) UPDATED 14/03/2018


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Cannot get Frontend to do a full scan?

Made a map that you really wish that you could play but it crashes, "ALL THE TIME!!" especially after you pack it. Or you have finished a UDK project, you want to pack it using Frontend and "BANG" it crashes???? You start looking for tutorials and forums on how to fix this and......"Nobody knows????" AGGGGHHHHH!!!!. Perhaps your maps are too big? I am going to show you how to fix it but download the files below first before you can continue. The file on the left is complete. The file on the right needs to be built. The file on the right is continued in this tutorial. DOWNLOAD: Completed_Tutorial.zip    STEP ONE  DOWNLOAD: Levelstream_tutorial.zip


Locate the directory:


(Example only directory above.)

Copy or paste files mentioned above "unzipped" in the "Maps" folder. You need to locate this folder when you start UDK so remember where you put these files.




Start UDK and load the map: "Levelsteaming_blank"

Creating a Level StreamVolume

(1) Create a box with the following dimensions in the image left with your brush builder.

 Drag it so it laps over the mesh. Make sure it is the same height as the mesh so it can be triggered if touched. (Example far left)


Adding a Level StreamVolume

(2) Click your volume box icon within the UDK editor. It is located bottom left of the tools screen.

Select "LevelStreamingVolume"

This will add a level streaming volume to the map. We are going to use this as a trigger to load our map when it is in contact with the player.

But how does level streaming help?

Level streaming breaks up the size of your map and frees up video memory. It unloads unnecessary files that are not in view and this will make the performance of your game run better and make it more stable. By doing this it will also let you add a lot of  visual detail in your maps as you walk through them. Loading and unloading meshes as you go.


(1) Select the UDK Browser


(2) Select the Level TAB

Select Add Existing Level.


(3) Select the map: Levelsteaming_blank1 and add it.


(4) If you want the map to load at the start of the game select 'Always Loaded". This may flicker on older Pc's when it loads a map at the start but will give you stability.

For this tutorial for now select "Kismet" so you will be able to see the volume working.


(5) Make sure the volume you created is still highlighted in the editor. This is the level stream volume that will activate and load the map. This is important especially if you have multiple level streaming volumes.


(6)  Select the level you added by clicking it and then right click it. and select, "Add Streaming Volumes". Close this window, we are finished.

  *Note*  Kismet commands are not available on maps that are attached or "level streamed" to the main map. The main map should have most of your Kismet commands in it that you will commonly use. (Eg: Missions, save items, save files etc)


Test your map now by selecting "Play from here" by right clicking the UDK window that you are editing from.

When you walk away from the volume it will load the map, walk off it unloads it. So if you have a map with lots of meshes level streaming is the best way to go.

*Please Note Very important.*

When level streaming, Kismet commands do not get carried from level to level. So it is a good idea to have a main map that has all the Kismet commands and movers in it. For example, one map should have all your commands and any kismet driven movers and the overall terrain or landscape. The other map or maps should have all your static meshes, doors that open and close, vehicles used it that particular area only and Npc's.

For example. on my terrain or landscape maps, I would have anything that can always be seen permanent. Like trees, cliffs or even houses and structures. But level stream any meshes that are not always seen.

The maps that load in level streaming can have their own independent commands such as doors that open and close, vehicles or Npc's that walk around.


In the image left is an example of a line of sight. On the other side of the "blue mound or hill" is a city. From the position where the eye currently is on the right, all that can be seen is a house, the hill and a tall building. They are all blue to indicate that's all the eye can see.

So to save memory and make your project perform better, it would be wise to level stream the lower part of the city since you cannot see it.

And when you get close to it and it would be in your line of sight have it load when approached which is shown left as the level stream volume.




  All software packages created was used by the power of the Unreal Development Kit.

  In game loading screens created by using BINK VIDEO.


Comments on this site to: feedback@worldofdasm.com

Date Modified: 14/03/2018

World of DASM, and the DASM series, created by Shane Hillier


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