How do I make HUB based level streaming?

Hi, I’m fairly new to UE4. I’m trying to create a puzzle game in which you choose the level from HUB. There are 6 branches in the HUB representing the chapters. Each branch/chapter has 10+ puzzles. You can get to each puzzle by clicking on the miniature version of the puzzle in the hub, then you get teleported to a new empty level with only the puzzle in it. How do I optimize this?

I was thinking of making a volume that checks if the player enters the branch/chapter and loads the levels within the chapters. How do I make this? Should the main HUB be unloaded when the player solve the puzzles? If so, how?

When you say ‘hub’, I’m assuming you mean an area of a map/level?

If so, all you have to do is when the player presses a button, just call ‘open level’. When that puzzle is solved, you can also use ‘open level’ to go back to the hub.

Level streaming will only be of use if these are large levels.

You will also need to store progress in the game instance or save game, so you know where the player is with levels etc.

Yes, I meant like a map where you can pick puzzles from
I actually had “open level”, was just wondering if there’s a way to do it without loading
Actually, I’ll keep it like this for now, thank you!

Well, yes, you can use streaming.

But if there’s no delay with ‘open level’, it might not be worth it.

It’s quite easy to set up, but you still will the level load around you.

Another option, if you have quite simple levels, is to just hide them one under another, by height. Then you can just move the player up or down :slight_smile: