I have been stuck on this issue for a few days now with no resolution so far: I need to create streaming levels while the game is running.
In the game, the user can define the map size before playing, and then the generated procedural map gets subdivided into regions that can be streamed in an out. These regions would be encompassed by a trigger volume, and would be considered a sublevel. The problem is that it seems to be that levels that you want to stream in and out have to be created in the editor, and they also need to be assigned to a persistent level in the ‘Levels’ window. This solution isn’t really feasible due to the possibly tens of thousands of map chunks, which would mean creating possibly tens of thousands of assets, only the user knows how many.
My question basically if it is possible to use dynamically created levels as streaming levels, and if not, is there a way to fool the engine by creating assets on the fly?
You can create ULevels using NewObject<ULevel> just fine, but I can’t figure out how to register them with the world, assign them to the persistent level as a sublevel (like in the editor’s ‘Levels’ window), or ultimately how to use them as streaming levels.
Any input would be appreciated!