Is there a way to stream a level in (Using LoadLevelInstance) without it creating/saving new levels on disk.
I noticed while streaming multiple levels of the same type into a custom view port, it would clone and save new levels onto the disk, I was wondering, is a way to stream levels in without creating a copy of the original level? I am using ULevelStreamingKismet::LoadLevelInstance to stream the levels in.
asked Mar 20 '18 at 12:33 AM in C++ Programming
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