Suppose I want to use the same basic map in different contexts in my game; maybe enemy spawns are different on a higher difficulty, or power-ups are in new places in survival mode, things of that nature. But I want the basic geometry of the level to remain the same no matter what.
What’s the best practice for setting this up? I know that sub-levels are a thing, but it seems to me (and maybe I’m wrong) that sub-levels behave a bit like “layers” in an actual level; when you load the level, all the sublevels associated with it come along for the ride. Is there a way to define a level as an arbitrary collection/filter of sublevels?
E.g.
“Kyoto - Career” contains “Kyoto_GEOM”, “Kyoto_Spawns_Career”
while
“Kyoto - Survival” contains “Kyoto_GEOM”, “Kyoto_Spawns_Survival”?
Or, alternately, to load “Kyoto_GEOM” and then, based on the passed-in game mode, load either “Kyoto_Spawns_Career” or “Kyoto_Spawns_Survival” as a sublevel, rather than both?
I’m sure I could figure out a way of doing this using level streaming, but considering UE is based on classic multiplayer shooter logic, and it seems like one of the earliest problems the engine would have needed to solve would be “loading a level with pickups and spawns in different places based on the game mode”, I’m wondering if there’s an established best-practice I haven’t found in the docs.