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?

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 wonder what you mean with “easier” though?

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?

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?

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

Thank you

Without seeing the exact code or project it is difficult to tell you what exactly is wrong. If you’ve followed a tutorial and it doesn’t work - Retrace your steps carefully and if needed try another tutorial.

You are definitely making the right choice by making sure it works before you start pouring hours into it.

My best advice in this situation would be to start blank, make it work in a fresh project. Then you can go through the debugging process in your own and see exactly what is not working.

That step is really important if you want to get good at this, no matter what aspect. Figuring out what is wrong teaches you a lot. Another good thing to do is pseudocode. Or not even that, just write down step by step what should happen. Go through the debugging. At a certain step something doesn’t happen. That’s where your problem is.

Sorry if that’s a vague answer but it’s very important if you want to create quality content that you make yourself a firm structure for solving problems. Personally, I talk to myself. Right now I’m making a somewhat complex combat system and whenever something fails I go through it step by step and say “Ok, now I click this and you should do this. Which leads to this… but does not. Why are you not cooperating…” And so on.