I am currently trying to understand how levels work in UE4. The idea is to manage level loading/unloading from my GameInstance, but so far I haven’t even been able to figure out how to make a reference/pointer to a level(-asset)…
I would really appreciate it, if someone with a deeper understanding of how levels and UWorld are to be used could give me some advice.
My game should have a world map as the main level. From that world map you can enter scenes at locations as sub-levels. Some global information has to be available in all scenes, but I guess I can use the GameInstance for that. When it comes to world design, I imagine it to work a lot like Total War games or Mount&Blade, where scenes are entered from a world map as well. How would I best approach this?..
Maybe these could help you:
https://www.youtube.com/watch?v=
https://wiki.unrealengine.com/Blueprint_Manual_Level_Streaming
Keep your GameInstance in order to keep your variables, functions etc updated and connected.
Thanks for the links. The first one wasn’t particularly illuminating, but it seems I won’t get around level streaming, even though it was probably made with large, segmented levels in mind, not for what I am trying to do…
It’s all rather confusing at the moment
For example: Sub-Levels seem to be always loaded (at least in the editor), which will be a problem once I made 100+ locations that can be entered from the world map. The NavMeshes also don’t work when loaded from a sub-level. And I also don’t understand the hierarchy under Windows->Levels. Every level I add there has to be a “child” of the persistent level?..