I am using null actors to set world locations of my sublevels. All actors on a sublevel are children of this null, and the nulls are positioned by an editor widget. (makes for easy adjustments)
This works with everything except landscapes, as it seems they can’t be children of other actors. Any tips/ideas of how to get this to work, or is this just not possible?
Moving landscape actors at runtime is a sure recipy for disaster.
The landacape has to be baked in place for your final release to work correctly without including editor only parts.
Mainly, that’s why they (landscapes, which arent technically the same actors as everything else but rather require a landacape proxy) were not given the ability to exist as children of other objects.
I would suggest making all landacapes a static thing, implementing world origin shifting and coding up the null actors to exist at different world coordinates which are global and don’t really matter, for players will always zone in at 0,0,0 after the shift occurs.
Thanks, sorry I wasn’t clear. I only move landscapes this way in-editor.
My setup aligns sublevels using a key and socket approach - If I modify a level’s dimensions I can easily snap it to connecting levels. Landscapes were the bugbear though as they wouldn’t follow along, but now it appears to be working well.