The requirements for each level will be different, and thus, to begin with, you should have a populated level open that has entities organized onto different layers.
In this example, we will use layer activation and deactivation to show all the contents required for a particular gameplay section.
Typically when creating levels, they are split into unique sections named action bubbles.
It is a common practice to hide layers that contain action bubbles, which are not being played.
It is possible to activate and deactivate all the entities in a specific layer by using the Engine:LayerSwitch FlowNode.
Layer switching needs to be globally enabled in order for the level to work.
Being able to hide and show the different layers expands the control a designer has on the world while the player is playing in it. It is common that multiple triggers are used to hide certain layers or unhide other layers as the player progresses through a level. This can also save a massive amount of time when it comes to reworking entire areas for a player's revisit to the area after an event.
Though layer switching is a simple technique, there are some limitations to what it can and cannot do.
It is good workflow to always create a layer dedicated to cinematics. The cinematics layer will typically have to unhide and hide different entities within the game world to function, as well as be able to maintain a high standard of quality in the cutscene while saving performance on the rest of the level. Using the layer switch combined with the cinematics layer gives a lot of control over to the designer in terms of which objects are being shown when, and whether they remain in the level or not after the cinematic has finished.
r_stats
variable will display a per-object draw call count on screen?r_stats = 1
r_stats = 2
r_stats =15
r_stats = 6
p_draw_helper = 1
e_debug_draw = 1
ca_displayskeleton = 1
physicsplz = 1
3.144.34.85