I want to be able to run scripts when creating the level in the editor before running the game so these scripts would be only for before running the game or to be more clear before entering a level (for the instance of creating it randomly in the game like clicking generate level in the game it will generate it and then the player can enter it )
1- is there any way to achieve the above? (running a script during making a level)
to be more clear i am creating a modular level building system. i am currently using add child actor and it does work to some extent but
is there any other way to run a script say spawning the next piece of level when we want say by making a bool set to true inside the view port for example i give it the spec i want and i make “create” (a bool exposed to the view port) set to true and so the script runs and makes what i wanted it to (off course i could easily achieve the run code with construction script using a branch but i wouldn’t be able to spawn any actor with it so it would be useless)
i should state that all the process i am trying to achieve is before run time when i am making the level. After the level is made the scripts will be deactivated and the level will be there as if i have placed everything manually in their places
2- is there a work around for what i want to achieve?
3- on the basis of continuing my current solution how much will adding child actor components each with there own customized setting effect performance in comparison to having each of those child actors separate actors in the game ?
i have edited the above from my comment found here: Why can't I spawn actors from within construction scripts? - UE4 AnswerHub