Multiple Levels in Unreal Engine 5

Zac Bogner
3 min readMar 27, 2024

In the previous UE5 article, I made a modular level blueprint within one scene to start to have all the blueprint functions in tact.

This article will go into some more detail on how level blueprints are used individually across level for their unique use cases.

With level blueprints, alike to the blueprint class, the level blueprints serve as unique databases for each level created. So, the powerful thing about them is the modularity, and simplicity to construct both game and level design logic.

Once we open a level, we can open the level blueprint to modify as necessary.

For this project example, I use Bruno Munari’s [Circle, Square, Triangle] philosophy to craft my game experience, using simple shapes.

One of the core features I implemented was the ability to set a count down timer property such as the color on the Begin Play event.

Since the count down timer is a blueprint, we need to get reference to it in the level blueprint. To do this is quite simple:

  • We need to get access to the Widget Component, since it’s stored in the Player HUD.
  • Create the Player HUD Widget
  • Then we can Set the Color and Opacity of the target of our User Widget being the Player HUD.
  • Finally, we Add to Viewport and Set the target of our Player HUD Widget to output to the Viewport.

The circle level has its own unique ‘juice’ components. (spot lights rotating in the goal direction). Using orange as the color theme.

The square level has a yellow/green theme color with its own features inside its level blueprint.

And the triangle level, consists of pink and purple color themes, with its own level blueprint contents.

Now, we have a modular level blueprint system that work for this projects core game loop. And also easy to modify for additional updates and polish.

--

--

Zac Bogner

Game Designer and Level Designer, formerly with Rainbow Studios. Focused in Unreal Engine with experience in Unity. Former Race Car Driver.