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Scene Levels and Maps

This topic covers how levels and maps can be configured within an Unreal Engine scene for control via RenderStream.

The Unreal Engine plugin allows you to generate scenes from either Levels or Maps within a project. This functions similarly to how the ‘Effects’ parameter in Notch blocks work.

Scene selector

Levels/Maps in Unreal Engine (UE) can be composed of any number of actors. There are three options for deciding how scenes will be generated from your Unreal Engine project:

None - this offers no scene control and simply merges all Levels of your default Map into a single persistent level.

Streaming Levels - this option generates scenes from all Levels/Sub-levels within your default Map. The Actors within a Level other than the persistent level are unique to that level. The Actors within the persistent level are shared across all levels. Parameters exposed in levels other than the persistent level will only be available when the corresponding scene is chosen in the RenderStream layer. Parameters exposed in the persistent level will be available across all scenes in the RenderStream Layer.

Maps - this option generates scenes from all Maps within your project. Maps will only display the Actors and exposed parameters present within a sublevel and not include those in any parent levels.

Scene SelectorPersistent LevelSublevel
NoneActors and parameters from all levelsX
Streaming LevelsPersistent level’s actors and parametersPersistent level’s + Sublevel’s actors and parameters
MapsPersistent level’s actors and parametersSublevel’s actors and parameters only

Enable the plugin

  1. From the menu, select Edit > Project Settings….
  2. Navigate to Plugins/ Disguise RenderStream in the left panel.
  3. Set Scene Selector accordingly.

Create a sub-level

  1. Open the scene in the Unreal Engine Editor.
  2. Select any Actor from the World Outliner panel (e.g. Chair).
  3. Select Windowfollowed by Levels from the scene window.
  4. Click the Levels dropdown and select Create New with Selected Actors.
  5. Name the level and save.
  6. Rebuild lighting if required (Unreal Engine may display errors at this point but it will recover).
  7. Save and close Unreal Engine.

Run the workload in Designer

  1. Open the RenderStream Layer in Disguise Designer and Start the workload.
  2. Modify the Scene parameter.

UE Levels

Notes

  • When using the Maps Scene Selector option, all maps within your Unreal Engine project must be loaded in the Editor at least so that they are cached. If they are not loaded at least once, they will not appear within the scene selection.
  • When using the Maps Scene Selector option, sublevels are handled differently compared to when the Streaming Levels option is selected.
    • Maps will only display the Actors present within a sublevel and not include those in any parent levels.
    • Streaming Levels will display the Actors present within a sublevel as well as those included in any parent levels.
  • When using the None Scene Selector option, the scene Unreal will present when a workload is started will always be the Game Default Map set within the project settings (unless otherwise specified using the Custom Options field).