Can sub-levels not move in the Z axis or something?
It takes affect when I do it, but the changes don’t save with this chunk of code:
UWorld* World = GEditor->GetEditorWorldContext().World();
UWorldComposition::FTilesList& Tiles = World->WorldComposition->GetTilesList();
for (FWorldCompositionTile& Tile : Tiles)
{
UPackage* LevelPackage = Cast<UPackage>(StaticFindObjectFast(UPackage::StaticClass(), NULL, Tile.PackageName));
if (LevelPackage)
{
// Find the world object
UWorld* World = UWorld::FindWorldInPackage(LevelPackage);
if (World)
{
ULevel* Level = World->PersistentLevel;
Level->ApplyWorldOffset(FVector(0, 0, -198400.0f), false);
for (AActor* Actor : Level->Actors)
if (Actor != nullptr)
GEditor->BroadcastOnActorMoved(Actor);
ULandscapeInfo::RecreateLandscapeInfo(World, false);
Level->MarkPackageDirty();
}
}
}