We’re implementing async (seamless) level to level transition. We got 3 persistent Levels A, B, C.
A - where the player currently located
B - a tunnel like transition level where it has trigger at its begining part which calls the async loading of level C.
C - destination level where player will be transitioned.
Question: Is there any other way to do async transition using UWorld’s SeamlessTravel function?
Isn’t this just for streaming a level as a “sub-level”.
Meaning if you performed LoadStreamLevel in the scenario: A-> B → C
Start at A
LoadStreamLevel(B)
B becomes a “sub-level” / streamed level under A?
I think the poster is asking about alternative methods to seamless transition between Persistent Levels (A → B → C) with no blocking.
The only methods I know of currently using:
UWorld::ServerTravel
UWorld::SeamlessTravel
Both require use to use a GameMode that extends from GameModeBase, which is typically used for multiplayer games.