Newbie question - dynamically generated world

I can see you’ve phrased your question with as much detail as you can, but in terms of being able to provide real help, it’s incredibly vague.

Level = the thing in the viewport

Actor = something that goes in a level

Scene = no idea ( and I’ve made a lot of levels ).

In order of reducing complexity you have something like:

  1. Multi level voxel terrain generaton ( aka Minecraft ): learn C++ and spend the next year making and scapping concepts or buy a plugin. Yes, people develop something that looks like it’s in the right ballpark in 24 hrs, but unless they already knew a lot about UE, it wont be any use.

  2. World composition with level streaming. You only need composition if it’s going to be on a massive scale. Level streaming is way of not having to hold everything in memory at once. You can cause the streaming / composition to apply across the terrain as well as between terrains.

  3. Just level streaming. Same as before but without the composition. Level stream can be triggered by volumes in your levels, it can also be controller by blueprint. So you could have everything in one big level using streaming volumes. Yes, all landscapes in all directions both across and up / down.

  4. Separate levels where you make each landscape by hand and the player moves from one level to another. You can give them the impression this happens ‘continusously’, ie without interruption. ( Still streaming here ).

  5. Getting much smaller now, but still very playable. You can have more than one landscape in a given level. Landscapes can also have holes. There’s nothing to stop you making a multi landscape area in a single level file ( map ).

  6. Probably the lowest common demoninator, would be just making a standard landscape in a single level. Then make another in another level, and so on. Then move from one to another with ‘open level’. Could still be perfectly usable if the levels and pretty small. Really depends on your needs.