How can a level be streamed with the players that are supposed to be in it?

I have this setup Imgur: The magic of the Internet where section 2 is loaded to the north of section 1 and cyclically section 1 is loaded to the north of section 2. Let’s say that player 1 and player 2 are in section 1, then player 1 moves to section 2 and unloads section 1, after that player 1 continues moving to north and load section 1 again but in other position (north of section 2). In all player 1’s movement the player 2 remains in its position relative to the persistant level. How can player 2 be unloaded and reloaded in the new position? If player 1 continues moving, does it reach the border of persistant level or continues streaming sections indefinitely?

edit: sample of the project MEGA

If you have 4 streaming levels ( which you seem to have ), a level will always remain loaded if there is a player in it.

The persistent level is just a background level that contains all your other levels. The players never see anything of the persistent level.

You could easily do this with streaming volumes, here’s a tutorial:

Thanks for trying to answer, but I don’t see how this could solve my problem. Just in case you didn’t understand the issue I’ll explain it this way, player 1 go from stream 1 in X=0 to stream 2 in X=1 then continues moving to a reloaded stream 1 in X=2, player 2 is always in X=0, How can I make it appear in the new position of the level (X=2)? I also ask if the persistant level has a limit to stream other sub levels in new positions like X=9999999 or something.

You’re right, I don’t get it.

As far as I can tell, you only have 4 levels to stream.

What am I missing?

Each level doesn’t only stream in the position you see it in the image, they are also streamed adjusting their transform as if you were running in circles around a closed polyhedron.

Sorry this is taking so long :slight_smile:

So it goes like this:

  1. If you know where the streaming levels are going to be you can make sure they don’t overlap in a confusing way.

  2. If you don’t know where they are going to be and you’re streaming ‘instances’ of the levels, OR you are just spawning BPs, it’s up to you to make sure the players don’t get ‘tripped’ up by ending up in another player’s level.

The persistent level doesn’t have an ‘edge’. It’s just en empty level that you use to hold the maps you want to stream.

( Well, it does have an edge, but it’s very very far away… )

Would you care to elaborate how to show a foreing player in the reallocated stream in the local client without interrupting what it is doing in its own client?

What should I do to work like that edge didn’t exist?

To make it like the edge doesn’t exist you have to steer them away from the edge. The edge is very far away, by the way…

Sorry, if you’re talking about server and client stuff, that’s not my area. You might have to re-post to get an answer on that…

What tag should I add? I already had the multiplayer tag from start.

You need something like ‘multiplayer, level streaming’ with ‘overlap’ in the subject.