My team and I are attempting to create a procedural dungeon system. To preserve that sweet sweet UE4 lighting, we want to spawn sublevels with their lighting baked in.
At this time this seems largely impossible, because upon streaming sublevels, volumetric lightmaps do not copy the transformation of the newly created level, and only a single volumetric lightmap is instantiated in the environment at a time. This is prohibitive to attempts at high quality procedural environments, like a dungeon crawler composed of handmade rooms. See for yourself:
Transform all actors so that the current room is at 0,0,0 and aligns with its VLM.
Here is a workaround for the first part I wrote:
For the second part you just need to capture the relative transform of each actor/sublevel to the current room. Set the current room to 0,0,0 and then reapply the relative transform to each actor/sublevel.