Yeah, that was one of my options. FYI, my levels don’t need to transition. They’re literally old school levels. When you’re done one level, you go back to the main screen and then you pick what level to play next. There are no areas or anything. Think of Super Mario 1 but you go back to the main screen after each level where you can pick the next level to play. It’s single player as well.
My main problem right now is that the original level doesn’t fully unload. Also, if you have level instances set to be loaded always, they remain loaded even if you use OpenLevel. I’m really confused as to what stays in memory and what doesn’t. Also, my player character is stuck in the old level and the viewport is still using the old level. I have no idea how to move either one to the newly loaded level. But it could just be that I have to have a delay for everything to update. Dunno.
There is world->DestroyLevel(bool, NewLevel) but it doesn’t seem to do anything. Docs say it’s used to destroy the old world once the new one is loaded. So it seems you can have multiple levels loaded at once. I just can’t seem to figure out how to do it correctly.