TL;TR
How to make a unique streamed sublevel to build different lightmaps for each parent persistent level where it’s present, so it can match each persistent level lighting?
Hey there.
I have some concerns about level design workflow that maybe you can help to dissolve.
In the game I’m making, I have multiple levels/maps. Some of them, are repetitions of other ones, but with small differences, like different lighting or a few details changed.
How would you manage this? What kind of approach would you use?
I found that using level composition (like sublevels) is ok, but it doesn’t solve the “different lights” issue. If I do different light setups in the different parent levels, the sublevel (the sector I want to repeat), will bake the light becoming unusable in the other map.
Another approach I found is to merge all the nonblueprint assets that I want to repeat into a blueprint, which becomes so annoying for editing, and also doesn’t work if I want to merge multiple blueprints and objects.
I worked with Unity time ago, and to solve this, I just made a parent GameObject with everything and then created a prefab. If I wanted to change a detail in all the maps, I modified the object and saved the prefab.
How to solve this in UE4???
Thanks guys, I hope there is a good way to do this.