Would it be beneficial at all to use level streaming for a side scroller?

We are working on a Metroidvania game and we want to build a single level that contains the entire game. I I thought Unreal would cull actors that were a certain distance outside of the FoV, but I couldnt find a definitive answer on this. I thought it might save on the initial load times if I streamed sections of the game in and out. Does anybody know if its worth the time and effort?

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Unreal will cull mesh that aren’t visible to the camera, you can see this in action by pressing the backtick key (`) to bring up the console when you’re in the editor, and typing FreezeRendering. You can then move around the scene and see what is being culled at that point.

See here for some more details on this:

As for level streaming, it will make the initial load time of the level quicker but you are unlikely to be able to get a completely seamless transition between each level as it gets streamed in. It really depends on whether the faster initial load time is worth the payoff to you.

This is pretty much what I thought, I was looking for confirmation though. I didnt know about the FreezeRendering thing. Thats a good tip!

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but still tried in side scroller “level stream volume” doesn’t work with bound msg ubcheck level editor from preference setting