Time for action ā use layer switching logic
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.
Note
Even brushes and solids can be hidden/unhidden using this node.
Simply create a new Flow Graph and add the Engine: LayerSwitch FlowNode to the graph.
Next, double-click on the Layer property. This will present you with a pull-down window, allowing you to set what layer should be attached to this node.
Layer switching needs to be globally enabled in order...