Every level in Alien: Isolation carries its own copy of everything it uses. A model in one level's data isn't visible to another, so copying a composite between levels means copying every asset it depends on too.
Port Composite, on the right-hand side of the composite display toolbar, does that for you. Open the composite you want to move, click it, choose a destination, and OpenCAGE walks the composite, brings across everything it references, and saves the destination level.
Porting is no longer experimental — every resource type a composite can hold is supported, which means every composite can now be ported.
Port Now starts the port. Each destination level is loaded, the composite and its assets are transferred, and the level is saved — with a progress window for each stage.
A port carries far more than the script. Everything the composite's entities point at is brought across and rebound to the destination level's own indices:
Shared Havok proxies and physics systems are tracked as they're imported, so a composite that uses the same collision proxy in twenty places doesn't import twenty copies of it.
A ported composite has arrived in the destination level, but the destination level's derived data doesn't know about it yet — the new geometry has no baked lighting, the navmesh doesn't route around it, and the sound network hasn't seen it.
Tick Build After Port to have OpenCAGE run a build on the destination as part of the port. If you don't, open the destination level afterwards and use File → Save and Build Level yourself.
Bear in mind that a build takes minutes per level. Porting to all levels with a build is an operation to start and walk away from.