In this recipe, we will explore the use of an important flow graph node that allows designers to stream in and out entire layers of objects.
The requirements for each level will be different and thus to begin, you should have a populated level open that has entities split between different layers.
In this example, we will use the layer activation and de-activation to show all the contents required for a particular game play section. Typically, when creating levels, they are split into unique sections called action bubbles. It is common practice to hide layers that contain action bubbles not being played. It is possible to activate and deactivate all entities in a specific layer by using the Engine: LayerSwitch flownode.
Create a new flow graph and add the Engine: LayerSwitch flownode to the graph.
Next, double-click in the layer property. This will present you...