World Composition and procedural spawning
With the new World Composition tool, is it possible to procedurally spawn objects into separate streaming levels or is it all still pretty much done manually?
Alternatively, could I spawn 1 map into the persistent level, then open one of the streaming sub-levels and spawn another map, and then open another streaming sub-level to spawn a third map, and then return to the persistent level? Then if the sub-levels get streamed in, they would retain the maps that I have spawned into them?
asked Aug 03 '14 at 04:07 AM in Blueprint Scripting
Solution: Node is ready for Download!
I've made a new version of my Victory BP Library just for this node!
Victory BP Library
More info about my plugin here :
Ease Of Use
You can simply supply the name of your level as an FName!
I also give you a node to find out what are the level names of the currently loaded and visible streamed levels!
There is no difference with traditional level streaming. From blueprints you can spawn actors only in the persistent level. But in C++ SpawnActor function supports overriding target level. So you could write your own wrappers to do a procedural spawning in a streaming levels.
answered Aug 04 '14 at 10:23 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here