So, I’m a little stumped on this one. I have a solution that requires some trickery, but before I implement it, I wanted to know if it’s at all possible to move a sublevel in the same way I’d move an actor, within a scene?
The sublevel/streaming level is a floating craft, but because that craft contains Post Process Volumes, A Foliage Actor and dozens of Emitters, in addition to the static meshes, it makes trying to move these actors as a group an absolute nightmare.
If I could just get the sublevel, as a whole, to hover/bob/levitate, that would be ideal.
Hey @Leomerya12
You try creating a level instance of the level you want to be a sublevel, then just have it set to Movable. Not sure if it’s totally movable or not, you can try this first with a simple empty level which doesn’t have much in it, then try to move it dynamically and if it works then do the same to the actual level.
What I noticed is that even when the level is set to Movable, changing its location still yields no results.
I then tried to get a reference to the sublevel (Level Instance also produces the exact same result) in the main Level Blueprint, and when I tried to set the mobility of the sublevel WITHIN the blueprint, no compatible node is available, which leads me to believe that levels are always meant to be static.
I’m going to marked this as “Solved” because I do not want to use more time on this than is necessary, and my “tricky” solution will certainly yield an identical result.
Thank you, both, for the insight! (Clockwork gets the “W” because they were first. I’d give it to you both if I could.)