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.