# Sub-levels switching (World composition)

**URL:** <https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671>\
**Category:** World Creation\
**Tags:** Level-Streaming, unreal-engine, persistent-level, question, World-Composition\
**Created:** [June 14, 2019, 10:49am UTC](https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671 "2019-06-14T10:49:04Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![JagMaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JagMaker](https://forums.unrealengine.com/u/JagMaker)\
**Post date:** [June 14, 2019, 10:49am UTC](https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671/1 "2019-06-14T10:49:04Z")

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Hi people!  
About sub-levels - is there some setup to automaticaly switch them to “Persistent”? For example when editors camera inside this level - this level comes persistent (like in Creation kit, if who knows)

It’s really uncomfortable to make this manually. I found if to highlight levels landscape (proxy) and press “M” - this level will become persistent, but auto-switching would be much better.

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**Author:** ![JagMaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JagMaker](https://forums.unrealengine.com/u/JagMaker)\
**Post date:** [June 14, 2019, 11:11am UTC](https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671/2 "2019-06-14T11:11:17Z")

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also, maby there is some option to highlight borders of sublevels?

Making the road between the levels, not seeing the levels themselves - this is suffering. Between many levels - is hell.

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**Author:** ![JagMaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JagMaker](https://forums.unrealengine.com/u/JagMaker)\
**Post date:** [June 15, 2019, 3:23am UTC](https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671/3 "2019-06-15T03:23:33Z")

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and to make foliage between levels - ninth circle ☹

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**Author:** ![JagMaker](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@JagMaker](https://forums.unrealengine.com/u/JagMaker)\
**Post date:** [June 16, 2019, 1:58am UTC](https://forums.unrealengine.com/t/sub-levels-switching-world-composition/450671/4 "2019-06-16T01:58:03Z")

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So, hours of trying to make good road with splines between 30 level enough with nothing.

But i found partial solution -

1. load all levels, for good planing. then start to make splines at one level (any).
2. make splines to whole map, anywhere u want ur road. main trouble that now ur start level will cross any level that have these splines, so now it will be huge as 30 levels. but don’t worry.
3. push "deform landscape to all splines. push twice to be sure.
4. push “select all control points” and delete all splines.
5. resave all levels. So now level u start to make splines will back to standard.
6. for what it all? - select view mode “Lightning only” and u’l see any places where the road must be.
7. unload all levels except start of ur road. now u see point where ur road cross the level border
8. can start to make true road, it must be separated at all levels (create new splines for each level)
