You can specify the level's path by using the new “unreal_level_path” attribute, that is also used by meshes and instancers so they can also be baked out to separate levels. World composition support: Tiled heightfields can now be baked to multiple landscape actors/steaming proxies, and will create/update the levels needed for world composition.Those can then be automatically refined to Static Meshes, either on a timer, or when saving/playing the level.
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