Best architecture for a game with many levels

Streaming would be the way to achieve what you’re talking about.

The stuff you want to hold constant goes in the persistent level, the rest go in the sub levels.

Two ways to stream:

  1. Volumes. As you move around one large level, sub levels are streamed in and out because the player is moving between volumes.

  2. Blueprint. This would be more applicable if you basically want to keep the player in one place and load different environments around them.

Here’s more on volumes:

and blueprint:
( don't worry that he's talking about menus, those menus are in fact levels. This is the closest I've ever seen to a tutorial on old style level loading using streaming ).

I’m creating a mobile game that has around 200 levels.
Some elements are shared between all these levels (camera, player actor, UI), while each level has its own specific actors. I’d like to have a simple architecture to handle levels in a way that when the user completes the current level, the next one is loaded, keeping all the shared elements in place and loading only the next level actors.

I was able to achieve this behavior with Unity using Scene Manager. From my understanding, UE4 is using Level streams to load and unload levels but I’m not sure this is the right direction to take…

Could you share your comments about how to handle a similar structure?