How it works

Start by organizing the elements of your level into Unreal Engine Data Layers. Each Data Layer represents a group you want to manage together: for example village houses, plain vegetation, or elements linked to a quest step.

You can then prepare one or more presets. A preset simply describes the desired state for each group: absent, loaded but inactive, or active in the world. These presets are stored in a Data Table so they remain easy to read and edit.

During play, your Blueprint calls the ADS subsystem with the preset to apply. The system then puts the level into the requested state. If a special case is needed, you can add manual instructions, which take priority over the preset. For example, this lets you use a common base and then force one specific element to appear.

The ADS Data Layer editor panel supports level preparation. It lets you browse Data Layers in an organized presentation, filter them, and quickly access their editing actions. It helps organize work in the editor; changes during play are still controlled by the subsystem.