Shadow Rendering Strategies and the failing of Level load

look this discussion has gotten off track by the idea that dynamic shadows will solve my problems, over 25 years in visual effects, video games and computer animation tells me that this is in no way my solution for a problem that is about management of my Level loads. (unless I have a team of 100 and a budget of millions of dollars, but I don’t, I’m an indie developer who has a lot of experience, but is also trying to make a game that is accessible to the kids with low level computers).

I’m looking for information about loading up levels, not on running shadow bench mark tests.

In particular I’m creating a Blutility that I can use to do this in my game. I can feed it a list of my levels, and add or remove them. This is different than unloading and loading levels in game time… I’m talking about doing this in the editor.

I’m so far not seeing a hook from Blueprints to Add existing levels. Looking for information.