Help with culling level. (Optimization)

Hi, I want to optimize my level a little bit, because Im starting to have too many acotrs on scene.

My level is quite different, I understand the Culling volumes hide objects within a distance, and size but This is not what I want to do.
My level is a building, let’s say the building has 5 floors, so when I enter floor #3 every object or static mesh on floor 12,4 & 5 will be hided or removed. If I enter on floor #2, then objects from 1,3,4 & 5 will be removed or hided. ¿How can I achieve this?

Thanks.

You can do this with Level Streaming by having each floor on it’s own level. You can setup a trigger on overlap so that it loads and unloads levels.

https://docs.unrealengine.com/latest/INT/Engine/Levels/index.html
https://docs.unrealengine.com/latest/INT/Engine/LevelStreaming/index.html

Also see the examples setup in our Content Examples project available in the Learn tab of the Launcher.

You can find it in Open Level > Level Streaming map

I hope this helps.

Tim

Streaming levels did it. Thanks so much