# Creating new level - persistent levels

**URL:** <https://forums.unrealengine.com/t/creating-new-level-persistent-levels/361083>\
**Category:** World Creation\
**Tags:** sublevel, Level-Streaming, unreal-engine, persistent-level, UE4, question\
**Created:** [June 17, 2016, 8:24am UTC](https://forums.unrealengine.com/t/creating-new-level-persistent-levels/361083 "2016-06-17T08:24:49Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![Gaidline](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/gaidline/32/754668_2.png) [@Gaidline](https://forums.unrealengine.com/u/Gaidline)\
**Post date:** [June 18, 2016, 7:28pm UTC](https://forums.unrealengine.com/t/creating-new-level-persistent-levels/361083/2 "2016-06-18T19:28:49Z")

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The only case when I used sublevels within the persistent one was Level Streaming. I had 3 maps: A, B, C. When the game started, player was spawned in A but B and C were loaded in memory to speed up opening new map. So basically you have one big level which contains several maps (or several pieces of one big map) and you can tell Unreal when it should start loading certain map.

This is well described in docs:

> **[Level Streaming](https://docs.unrealengine.com/4.27/en-US/BuildingWorlds/LevelStreaming/)**
>
> Asynchronously loading and unloading levels during play to decrease memory usage and create seamless worlds.

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>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

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