When using World Composition, when should assets go in the World level and when should assets go in the tiled sub-levels of the world.
The title is pretty specific, but here's some more detail:
When using the "Import Tiled Landscape" feature of World Composition, I have organized my World into the main level that holds all the sub-levels, called World, and then the World level holds all the sub-levels, named after their position in the tiled grid.
This is standard so I imagine it's the structure I should stick with so that World Comp works well.
If this is the case, when should I place and design in the World level and when should they be placed in sub-levels? How should I be thinking about that?
It would seem "easier" and "more straight-forward" to place everything in the World, so that's my assumption. What's yours?
asked Jul 13 '18 at 06:57 PM in Using UE4
In the Main-Level I only place objects that are global / persistent* (skylight, skybox, ...). In the Sub-Levels there are all the Static Meshes, Landscapes,...
*For example objects that are carried from one Sub-Level to another (vehicles, special items,...)
You put everything you don't want to be constantly loaded into the sub levels, ie all the details that make up the sub level. Anything shared between levels, like skybox/skylight as mentioned above, goes into the persistent level.
For example, if you have a tree in sub level A that you cannot see in sub level B, why would you want it in the persistent level and be constantly taxing the engine?
answered Jan 20 '19 at 05:04 PM
I too am struggling with this - if - world composition mode is enabled - where do the static meshes go? Should they go into sub levels/streaming levels? Or should these "world levels" be saved exclusively for landscapes?
answered Jan 20 '19 at 04:21 PM
Thank you for getting back!
Yes - I understand the concept and agree with you - the problem is - that when I have "Enable World Composition" enabled (under world settings) - it does not let me unload / load streaming levels like I normally would - level streaming volumes don't seem to work - nor do trigger boxes with "unload / load" levels - any ideas?
I could attach screenshots if need be
Thank you in advance for your response - this is a big help - want to make sure I am doing this right before I go too deep.
My current idea is to just populate with levels and using the world composition mode "layers" and mess with the distance streaming - as found in this video tutorial:
But want to get your feedback before I dive too deep with that and before it becomes a big mess
answered Jan 21 '19 at 01:41 AM
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