I’ve seen a lot of posts and videos about streaming levels, as in large open world settings. But this doesn’t fit into my kind of game. I guess my play style is a bit “old school” in the fact that there are very different closed levels. My questions is, is making on large “Persistent” level with sub-layers best practice for my type of game? Or should I stick to making box triggers and load screens?
I’d love to about this too!
Haha wow rustbucket I asked that question over a year ago. We found the answer. Level Streaming is the way to go and it’s not nearly as difficult as we anticipated. UE4 just did a “how-to” on their YouTube page so check it out and it should give you a complete run-down on the basics and get you started.
Thanks bootstrotter, I didn’t even notice how old your question was!
I’ve got level streaming up and running but I’m having trouble getting certain things to work, for example I have a sequencer cut scene that works when I test the level directly but the same cut scene never runs when I stream the level in.
This is driving me crazy as I suspect I don’t get the finer details of streaming. My game is like yours, closed off levels you progress through in a linear fashion, therefore I thought I would revert back to “open level” and save my sanity
@rustbucket1971 are you starting the cut scene using event beginplay of the level that needs to play it?
Yup that’s exactly what the problem was. I’m calling it with a remote event and the sequence is firing in the right level. Also helps me refine exactly when I want to start it so that’s a bonus.
Thanks everyone for the assist!
pleasure is all mine!
also can you set my answer as solution to your answer i want to see if i get a badge for it ![]()

