# Ralpha Location System A "Disneyland-style" world with multiple themed locations that stream in/out as needed. ## Quick Start ### 1. Create Location Levels in UE5 For each location, create a new level: 1. **File > New Level > Empty Level** 2. Save as: - `Content/Maps/Locations/LVL_Beach.umap` - `Content/Maps/Locations/LVL_Church.umap` - `Content/Maps/Locations/LVL_Studio.umap` - `Content/Maps/Locations/LVL_Home.umap` - `Content/Maps/Locations/LVL_Urban.umap` - `Content/Maps/Locations/LVL_Forest.umap` ### 2. Create the Hub World 1. **File > New Level > Empty Level** 2. Save as `Content/Maps/RalphaWorld.umap` 3. Add a simple ground plane 4. Add paths/portals to each location direction ### 3. Configure Level Streaming (Optional) If you want automatic streaming when walking around RalphaWorld: 1. Open RalphaWorld 2. Window > World Settings > Enable World Partition 3. Create Level Instance actors for each location 4. Set streaming distances in the LocationConfig.json ## MCP Commands ### List all locations ```json {"type": "list_locations"} ``` ### Load a location (stream in) ```json {"type": "load_location", "parameters": {"location_id": "beach"}} ``` ### Teleport camera to location ```json {"type": "teleport_to_location", "parameters": {"location_id": "beach"}} ``` ### Set active location (load + teleport) ```json {"type": "set_active_location", "parameters": {"location_id": "beach"}} ``` ### Open location level directly (exits hub world) ```json {"type": "open_location_level", "parameters": {"location_id": "beach"}} ``` ### Get locations by domain ```json {"type": "get_locations_by_domain", "parameters": {"domain": "SKY"}} ``` ## Location Configurations | Location | ID | Domains | Best For | |----------|-----|---------|----------| | Beach Island | `beach` | SKY, SEA, TERRAIN, LIGHTING | Ocean scenes, sunsets | | Church District | `church` | LIGHTING, OBJECTS, COMPOSITION | Interior lighting, architecture | | Studio Backlot | `studio` | LIGHTING, FACES, BODIES, COMPOSITION | Portraits, controlled lighting | | Residential Home | `home` | LIGHTING, OBJECTS, COMPOSITION | Interior scenes | | Urban Downtown | `urban` | SKY, LIGHTING, OBJECTS, COMPOSITION | Street scenes, cityscapes | | Forest Wilderness | `forest` | SKY, TERRAIN, FOG, LIGHTING | Nature, atmospheric shots | ## Hub World Layout ``` CHURCH (2500, 4330) | STUDIO (-2500, 4330) | \ | / \ | / \ | / [ HUB CENTER ] / | \ / | \ / | \ HOME (-5000, 0) | BEACH (5000, 0) | URBAN (-2500, -4330) | FOREST (2500, -4330) ``` Each location is ~5000 units from the hub center, arranged in a hexagonal pattern. ## Building Each Location ### Beach Island - Import: Ocean water body, sand landscape, palm trees - Key props: Beach chairs, umbrellas, rocks, driftwood - Lighting: Sun for golden hour, sky atmosphere ### Church District - Import: Gothic architecture kit - Key props: Pews, altar, candles, stained glass - Lighting: Dramatic light shafts through windows ### Studio Backlot - Build: Cyc wall (infinity cove), seamless backdrop - Key props: Softboxes, C-stands, camera gear - Lighting: 3-point setup, controllable rigs ### Residential Home - Import: Modular house kit, furniture pack - Rooms: Living room, kitchen, bedroom, bathroom - Lighting: Natural window light, practicals ### Urban Downtown - Import: Building facades, street props - Key props: Vehicles, street lamps, signs, benches - Lighting: Day/night variants, neon signs ### Forest Wilderness - Import: Tree packs (broadleaf, conifer), undergrowth - Key props: Fallen logs, boulders, streams - Lighting: Dappled light, fog atmosphere ## FAB Asset Recommendations Search these on FAB for each location: **Beach**: "tropical beach", "palm tree", "ocean rocks" **Church**: "gothic architecture", "church interior", "stained glass" **Studio**: "photo studio", "lighting equipment" **Home**: "modern furniture", "interior props", "kitchen appliances" **Urban**: "city kit", "modular buildings", "street props" **Forest**: "broadleaf trees", "forest floor", "procedural foliage" ## Tips 1. **Start simple** - Block out each location with basic shapes first 2. **Use Level Instances** - Edit once, update everywhere 3. **Test streaming** - Ensure smooth transitions between locations 4. **Match scale** - Keep consistent scale across all locations 5. **Shared assets** - Put common assets in `Content/Assets/Shared/`