World partition - How do I mimic the functionality of sub-levels in the Level Window?

I’m used to creating maps by having one master, and splitting a lot of categories into sub-levels.
E.g. Sublevels for global lighting, Landscape, etc

A lot of this is covered now by Data Layers, but I have not figured out yet how I can use the same lighting setup in a different map entirely.

Example: I have a global setup for lighting and atmospherics, and in the old way I could use that same level as a sub-level in different maps.

How can I get something similar now without just copy-pasting everything and thereby creating duplicates?

I’ve been wondering the same, sub-levels allowed for a modular workflow where you could isolate content and create it apart from everything else. Now you’re somewhat forced to create everything in one level.

Hey @MickyPain! Unfortunately the workflow for world partitions changed this significantly. However you can still have the same effect if you use the data layers for basically everything. That said, the lighting transfer is a bit more work, using level instancing should do the trick in this case, but the workflow is still a drastic shift. Level Instancing in Unreal Engine | Unreal Engine 5.0 Documentation