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?

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.

Thanks I will make a feature request in the feedback forum for this capability to be exposed to blueprint.

Do you know if this is possible in blueprint yet?

Don’t believe so. Haven’t seen any notes for 4.5 that allow you to do it through blueprint either.

There might be a workaround where you load level and spawn actors, then load a new level and more spawning, and repeat until finished. Might work. I probably won’t have time to work on it for some months at least, but if you make any progress it would be great to hear. :slight_smile:

Give me a few minutes and I can get you that node :slight_smile:

Rama

#Solution: Node is ready for Download!

I’ve made a new version of my Victory BP Library just for this node!

https://d26ilriwvtzlb.cloudfront.net/a/a4/VictoryPlugin.zip

See pic!

#Victory BP Library

More info about my plugin here :

UE4 Forum

(39) Rama's Extra Blueprint Nodes for You as a Plugin, No C++ Required! - Blueprint Visual Scripting - Unreal Engine Forums!

#Ease Of Use

You can simply supply the name of your level as an FName!

#Other Node

I also give you a node to find out what are the level names of the currently loaded and visible streamed levels!

#Pics

You rock as always! :slight_smile: