Level streaming important (imo) workflow question

Hello

I’m working with level streaming. Generally no issues, levels loading/ unloading as expected in various ways – this is ok and clear for me.

Problem is, I need to have it loaded all levels on persistent level in editor.

From doc’s:

Important Details All Level Streaming
Volumes must exist in the persistent
Level.

This is problem, because with all levels and their assets loaded in persistent level work is very slow and creating other problems.

Is here a solution, for use something like level billboards only in persistent level? I know this solution from other engine and it works very good (map instances).

Level streaming is great way for game optimization, but it can be also workflow optimization with level billboards only. If this is not possible now, maybe this is good feature for engine?

Maybe I just miss something in docs…

Any help appreciated!

Thank you :slight_smile:

i dont get what you mean by level billboards. are you talking about just having a visual representation of the level which you cant change? when working with level streaming you dont need to have all the levels loaded at once which makes things faster. also if your concerned about moving thins in levels by accident you can lock those levels. one more thing to point out you can open the levels individually to work on them while not in the streaming level.

I think I do stupid mistake, I will try it. For now I have all levels (just few small for test) loaded in persistent level :stuck_out_tongue: Investigating…