Level Streaming - Best Practice?

Im making a game that is in a large mansion, and I want to divide sections and rooms of the mansion into its own levels. Im using a baked lighting workflow, and I want to divide every room/level into their own sub levels, for for lighting, geometry and effects, and then place those into a “Main Level” that will be the persistent level.

The way Im doing this right now is placing those lighting, geo, and effects sublevels into a “Room_A” folder in the Main Level persistent level, however Im not sure which of these “lighting scenario” to enable and when, especially when I have multiple of these Rooms or Sections loaded.

It seems if I have the lightbulb icon lighting scenario enabled on more than one level/area, the lighting begins to break.

What does a good workflow for this look like? Are there any example files I can look at? I dont want to have to bake the entire mansion with all of the rooms every time I bake lighting.

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Lighting Scenarios are meant for alternate lighting setups of the same space, not for multiple rooms at once. Only one Lighting Scenario level should be loaded at a time, otherwise baked data conflicts and breaks.

For a mansion workflow, keep one persistent level, create one sublevel per room with geometry and lights together, and do not mark each room as a Lighting Scenario. Just bake with all required room levels visible.

If you want to bake rooms separately, open each room level individually, build lighting, then load them into the persistent level without using multiple Lighting Scenarios.