Level Streaming - Persistent assets

So im in the process of building a large asteroid belt for our game, adn ive moved onto using the level streaming functionality to spread the load of all the objects in the scene. Fantastic stuff, got a decent prototype running just this afternoon.

But, wanting to check whats going on here;

At the moment section “1” is the persistent element, and the rest are the additional “maps” making up the rest of the level.

However, i’m finding myself putting in a new skybox, sunlight, lightmass importance volume, etc… into each section.

This seems foolhardy to say the least, would a setup like the pic below be more apropriate?

Placing the consistent parts into the persistent portion seems like the right move,but…

If i (for example) spawned some enemy ships which chase the player, where sould they be?
should the be in the persistent part, or the individual parts?
if the player moves into the next part, will they follow over to the next part also?

Any feedback is greatly appreciated, and also, please ignore my crude scribbles.
Thanks

Would you mind splitting this question to separate threads, one about AI and the other not AI?

To be honest, i should have given the thread a different title, my question wasnt specifically about the AI, just what counts as persistent, i thought that AI would be a good example, but my question extends to any assets that could carry over between streams.

So I’ll just touch on the AI part - it will be free to move anywhere, regardless where it originated from. However if it’s a “hand placed” AI (like in pawns manually places on levels) it will get streamed out if it’s parent level gets streamed out. This does not concern dynamically-spawned AI. Or at least it shouldn’t :smiley:

Cheers,

–mieszko

Thats great, thankyou :smiley: