It feels like the loaded level runs much slower then if i were to start it on the level itself.
Also, is there a better way for loading levels? I would like to load it, swap to it and then trigger beginplay?
It feels like the loaded level runs much slower then if i were to start it on the level itself.
Also, is there a better way for loading levels? I would like to load it, swap to it and then trigger beginplay?
Hey @littlemanul!
This is why level streaming is a thing! If you want to make large levels you break them up and load in only the bits that are needed. This was “World Composition” before UE 5, and “World Partition” currently. Otherwise, you need to use a loading screen to hide the action of unloading and loading, to make sure the player isn’t having to watch that.
Hope this helps! Here’s some information on level streaming, if you’re more interested in going that route!
Yes, I am aware of that however the level I am currently trying to load can’t have separete loading zones. I’ts not a huge open world or anything but it also has to have every part loaded for what im doing with it.
I was just wondering if the opened level closes the, lets say main menu or not, because I feel as if I’m getting less fps by loading into the level rather than starting the preview on the level itself.
When you say “Starting the preview” do you mean playing in the editor viewport?
The reason for that being faster is when the level itself is loaded into the editor, that’s just it- it’s already loaded.
When you come from your main menu, on the other hand, it has to load the level into memory, as it wasn’t there before.
Hope that helps!
Mind-Brain is absolutely correct.
But to put your mind at ease:
Say you have made three levels: “L_Main_Menu”, “L_Main_World”, and “L_Item_Shop_Interior”.
-“L_Main_Menu” is its own world/level.
-“L_Main_World” contains the sublevel “L_Item_Shop_Interior”.
If you open “L_Main_Menu”, nothing else will be loaded, because “L_Main_Menu” has no child levels.
If you open “L_Main_World” right after, “L_Main_Menu” will be UNLOADED and “L_Item_Shop_Interior” will be LOADED (because it is attached to “L_Main_World”).
As Mind-Brain has said, things seem to be running slower because assets are being loaded in DURING GAMEPLAY. So, if you give the Engine around 30 seconds, your FPS/MS should snap back to normal (this could take longer, depending on your setup. Again, realize that loading DURING gameplay is much more expensive than loading first, followed by gameplay).
Unreal can only have a single persistent/parent level open at a time.
Unless you have something else going on we’re unaware of, Mind-Brain has sufficiently answered your question, so marking your inquiry as solved by them would be an appropriate gesture.
Good luck!
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