A shipped Cathode level is not just its scripts and its models. Sitting alongside those is a large amount of derived data that the engine reads at runtime but never works out for itself: which surfaces receive which lights, where NPCs can walk, what a bullet collides with, where the alien can take cover, and how sound travels from room to room.
Creative Assembly generated all of that offline, in CAGE, whenever a level was built. If you move a wall in OpenCAGE and only write the scripts back, the wall moves — but its shadow, its collision, and the navmesh around it stay exactly where they were.
File → Save and Build Level is the option that regenerates it. It performs a normal save, and then rebuilds the level's instanced data from whatever the level now actually contains.
This is the feature that makes it possible to add new geometry to a level and have the game treat it as real.
The File menu offers both, and they are not interchangeable:
Reach for Save and Build when you have:
A plain Save Level is enough when you have only edited script logic, parameters, links, or entities that have no physical presence in the world. It'll also work when moving geometry etc, but the collisions will stay in the old place.
Take a backup first. Building a level rewrites a lot of files at once, and there is no undo. Use the Backup Manager to snapshot the level before your first build of it — that is by far the quickest route back if something comes out wrong.
Everything below is regenerated from the level as it now stands. You do not choose between them individually — a build runs the whole pipeline.
Collision and physics instances are rebuilt to match where objects now are, including instances for newly scripted entities. This is what makes a moved wall solid in its new position rather than its old one.
You can inspect the generated navmesh and cover in the Viewport — see Checking the Result.
Runtime behaviour is configurable under Configurations → Core Game → Radiosity (see Radiosity).
Sound networks and spaces are regenerated — the graph of rooms and the openings between them that the engine uses to route sound through the level and to decide which reverb applies where. Move a wall or open up a doorway and the sound propagation follows.
Radiosity is the one system where regenerating everything is not automatically the best answer. CA's original bakes were produced with far more time and tooling than a build in OpenCAGE can spend, so on a retail level the shipped lighting is better than anything rebuilt from scratch.
Because of that, a build patches the existing bake rather than replacing it: your new and moved objects are lit and folded into the level's existing lighting, and everything untouched keeps CA's original quality.
There are two cases where that isn't possible, and OpenCAGE falls through to a full regeneration instead:
When a level is fully regenerated, OpenCAGE records that fact in a small .META file next to the level's radiosity data. Later builds read it and keep fully rebuilding, rather than patching lighting that is already entirely ours.
A fully regenerated bake is dimmer and flatter than retail's — expect to spend some time on your lights afterwards. If you have a pristine copy of a level's original radiosity, restoring it before you build will give you a better starting point than letting it regenerate.
While a build runs, the progress window reads Instancing <level>…. Unlike a normal save it cannot report a percentage, so the bar runs as a marquee until the build finishes. Expect it to take substantially longer than a plain save — minutes rather than seconds on a large level.
Once it's done, two of the generated systems can be inspected without leaving OpenCAGE. In the Viewport toolbar, the State Info dropdown draws the generated Navmesh or Cover positions over the level, per state. If a region of your new geometry has no navmesh over it, NPCs will not walk there.
For collision, switch on Collision Meshes in the Render Filters panel and check that your new geometry has collision in the right place.