Unreal Level loading with blueprint doesn't work in Aximmetry DE - AR project

 

Hi, 
Axymmetry 2023.2.2

I use a persistent level with sub level in Unreal.
I use a trigger in Aximmetry composer to load and unload these sub levels.

if i set "load by blueprint" for a level , i can't load and unload this level.
if i set always loaded , it can load/unload
but as all the levels are loaded by default ,  i have to unload them one by one at every start of the program.

Any solution ? 
Thanks 
Mat.

   MatMatim

 
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Eifert@Aximmetry
  -  

Hi Mat,

You should tick in Make Visible After Load:


Alternatively, you could use the Set Should be Visible blueprint node:

You should do this when you want to preload levels before showing them.
You could start stream level loading well before you want them to be shown. And use Set Should be Visible at the exact time when you want the level to be shown.

Warmest regards,

 
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Eifert@Aximmetry
  -  

Hi,

We've noticed that there have been questions and confusion regarding the various level-switching methods available in Unreal, and how these can be effectively utilized with Aximmetry. To address this, we have created a comprehensive document detailing the process of level (or scene map) switching within Unreal Engine.
You can read the document here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content-for-aximmetry-de/advanced-information-and-features/switching-scenes-with-levels  

Warmest regards,

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