I’m using level streaming and Get Streaming Level>Create Instance nodes to generate level tiles in my game. I also want the ability to destroy the streamed level instances but the node Should be Loaded only seems to hide the instances. Because in-game I need to refire the level streaming function. It works to hide the unused level instances and make new ones, but it seems my fps drops permanently with each refire.
I saw an answer to this being the following:
In c++ you can use bIsRequestingUnloadAndRemoval flag in ULevelStreaming. Set it to ‘true’ and engine will remove that level streaming object once sub-level is unloaded.
I’m wondering how to access this in c++ or expose it to blueprint somehow.
A better question first might: is loading, unloading, loading new levels, unloading, loading new levels, unloading etc. the culprit of the fps dropping?