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Loading new map for dungeon on collision


I'm building a very very basic, stripped down version of a WoW type multiplayer RPG (couple of cities, handful quests, few dungeons) using entirely blueprints to see how much can actually be done that way. I've built the main world map and I've built a seperate map with the dungeon. In the main world there is a 'portal' style door that I want to transport the player and the rest of their group to the dungeon map when the player collides with it. At the end of the dungeon is a similar door that transports the group back to the entrance.

I've seen several tutorials showing level streaming (which I use in the main world map already). However, I haven't seen anything explaining how to unload the first map and load the second map in a multiplayer game while keeping the player's current score, inventory, etc. Is there a way to do this other than streaming (which I assume would require several weeks rebuilding all of the dungeon to be hidden inside the main map)?

Product Version: UE 4.21
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asked Jan 12 '19 at 05:32 PM in VR

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SID London
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avatar image SID London May 06 '19 at 09:53 AM

Update: We decided to get around this issue by creating the entire game on one single map and then creating portal points within that map to transport the player to/from dungeon areas. Saved a lot of hassle, despite the upfront work required!

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