Just wondering if there is a way to move/rotate a level created this way with a parent actor?
We would like to just have smaller level sections, so level-designers can easily test/iterate, yet we than need to dynamically spawn those sections and they are in principle attached to a moving parent.
So what we found is that by directly accessing the GetLoadedLevel()->Actors
array, we can than grab the root actor and attach that actor to our parent in the persistent level.
That feels kinda weird since we technically move the root actor out of the level-instance, yet unloading the ULevelStreamingDynamic, still works and will remove the moved actor tree.
Alternative 1: use a classic actor blueprint for the sub-level with child actor components, so everything is always parented to the scene-root and than attach this to our parent in the persistent-level. Issue is that its harder to test, since in the BP-view the child actors are not visible.
Alternative 2: update pos/rot of all contained sub-level actors per tick, based on the “virtual” parent actor from the persistent level. This would keep everything inside the sub-level, but feels wrong to-do.