Each level except the persistent level has an image and position in the world, which are displayed in the minimap. The image of the level is updated every time content
in the level is changed. This map allows you to preview your world from the top and arrange the position of levels by dragging them. When
dragging levels, they will snap to the edges of other levels. Holding the Control key will cause the level movement to
use the Level Editor's snapping settings. Note that level position is stored as integer coordinates, so for exact matching of adjacent
level tiles, your levels must have integer bounds sizes.
Levels based on Landscape Actors have snapping based on the base landscape component size. This is done to enable seamless
editing between Landscape Actors in different levels.
All Landscape Actors will have transformations disabled in the Editor Viewport to ensure that the landscape cannot be moved by an arbitrary amount and
lose its ability to be aligned with other landscape levels.
The first time a level is loaded in World Composition, a new Level Bounds Actor is automatically created in the level.
The Level Bounds Actor is used to calculate the size of the level.
By default, the Level Bounds Actor automatically resizes to include all Actors found in the level. However, some
Actors, like skyboxes, can have very large bounding boxes, which will result in overly large level tiles in the world minimap.
If you have Actors like this that you do not want to include in the level bounds calculations, you can disable
automatic level bounds calculations and set a fixed size for the Level Bounds Actor.
Currently, Realtime must be enabled in the viewports for the Level Bounds Actor to function.
The minimap has a yellow square indicating the safe edit area. The safe edit area's size is equal to the
WORLD_MAX constant in the engine.
Levels outside of this area will be hidden automatically, and their level images will reflect this. World Composition tries to
keep levels you are working on close to the Editor world origin. This feature is called "focusing" and may shift the current
world origin to a new position if you begin editing a level outside of the safe edit area. Shifted levels still preserve their Actors' original
transformations when they are saved, so saving a level that is currently shifted will not change the Actors' absolute positions.