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.
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,...)
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
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
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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