I’m in the process of working out how best to take on this task. I’m building the interior of a fairly large space ship (perhaps a bit smaller than an aircraft carrier). My ship has discreet decks, and so I’m currently organizing the level using them as folders. My file structure is “Ship>Deck XX> Room/Area” with each deck in its own folder. My questions are as follows:
- Do you think I’d be better off making each deck a ‘level’ and using level streaming?
- Can I use my file structure to instruct the engine to hide whole decks at a time, or are folders just for the artist’s benefit?
- Would the engine be overtaxed if I made every segment of hallway into a blueprint instead of just a static mesh? I want to be able to place lights and things once instead of being forced to manually place such things down every hallway.
- Have any of you done anything similar, and what did you learn?
My thoughts are, if the player can only occupy one deck at any given moment, it should be easy enough to keep the other decks hidden. I plan to use elevators/turbolifts to teleport the player from deck to deck, which should allow me to tell the engine to prepare the next deck, but this is starting to sound a whole lot like level streaming. My preference would be to allow the player to go from point A to B across the whole ship without loading, so that it feels like one plausible space.
A bonus question if you have time:
Where does BSP fit in to modern level design in UE4? I’ve been told it should only be used for blocking out things, and should be replaced with a model. Is this true? Am I going to run into problems using BSP for some walls and things?