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To start out, navigate to the DLC's "Map" folder, should be directly under the DLC's root directory. Here you want to copy and open the existing level as shown. This level is not required in the final pak, but is required in editor to be able to see the necessary world compositing options in the tiles. |
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Next up, go to the "Window" option above the UE4 Toolbar and enable "Levels", which we are going to need later on, and "World Settings" like this. |
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Now it is time to enable "World Composition". To do this, in the newly opened "World Settings" window, look under "World" for the tickbox with "Enable World Composition" next to it, and uncheck and recheck it. You'll get a message saying something like this:
Just hit ok and let the Editor do the work. |
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Now, you could theoretically already start loading tiles, but there is an annoying bug with the Navigation System for NPCs which will slow down the Editor if the system is not fully disabled. To do this expand the Advanced section on the “World” category you just cycled World Composition in and change the "Generic Navigation System Config” to “Null Nav Sys Config” |
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Now we are ready to load tiles. In the "Levels" window we opened earlier you can expand the DLC name + Map (e.g. MunichAugsburgMap
) entry (don't open it, if you accidentaly do: right-click → Unload) and double-click on a tile to load it. But beware of a few things:
Now you probably want to get to where all the scenery is, to do so double click on a object in the World Outliner to fly over to it.
I also recomend to use the search field of the World Outliner to search for "AudioInterior" and to then click and drag on all the eyes to disable some black boxes which, guess what, mark interiors for audio mixing. You also want to do the same with "Collision" to get rid of the invisible walls which actually are not invisible, but solid black, in the Editor.
You can utilise the loaded route to...
NetworkRenderProxyActor
's inhereted NetworkRenderComponent_0
s in Track Scenery Tiles