No it’s not exactly like that. There have to be lists of items in the game instance, which are then split into lists of what each level has, and then spawn what is in the list when entering. If I am in level a and want to spawn something to level b I have to add it to level b’s list so it spawns when b loads and reads the list.
I did that already, but it’s not what I expected streaming levels to be. I want to be able to save my game and my save game to KNOW what goes on in all the levels. When I add existing actors to a structure for saving it has to be ALL the actors in the game. I may be in London and spawn something in Paris. The engine should save all changes to the whole thing, not just the Persistent level. I didn’t know we should have one independent saving system for each level that fires whenever something is changed.
I wanted to be able to mess around all I want, pickup things, spawn others, move few others, then boom, save everything once and for all. I realize this can’t be done, and this is bad, bad news… But at least I want to make sure the “mutiple saving” is the only workflow so I bite the bullet and just live with it. I wouldn’t like to find out an easier way to do things after all this work, although it seems unlikely.