Training Livestream - Getting Started with World Composition - May 16th - Live from Epic HQ

For large maps with World Composition is it better having a single persistent level or multiple persistent levels in separate folders? What about saving actors state/variables in the GameInstance? Would both work the same way?
Without multiplayer/network. Using world composition with very large maps (66km x 66km or bigger), distance level streaming disabled with a layer in the level editor, using blueprints to load levels in the level blueprint of the persistent level map.
I need to setup multiple planets scenes and each set of tiles will be a planet on its own.

  1. I could create separate folders with a persistent level map and world composition enabled for each planet map having then the tiled landscape very large maps as sub-levels automatically placed in sub-folders. This way I would have a customized skysphere on each without having to load/unload different skysheres at runtime.
  2. Or I could create a single folder with a persistent level map and world composition enabled with sub-folders for each set of tiled landscapes sub-levels. Then I would have to load/unload skyspheres at runtime.
    Is that correct? What is your advice ?

How do you add actors to the world composition such as a box or a player start? When I attempt to drag in an actor I receive the pop message stating The actor will be placed outside the bounds of the current level. Continue? Then when I play the level the actor falls.

You need to load the level in the Levels window, then double click it to make it the currently edited level (or right click and select the option, Make Current), then place the actor and save the sub level it’s supposed to be on.

Unless you want them to be on the Persistent Level that is, in which case you make that one current.