World Composition in Standalone Mode problem

I’ve got a group of levels pulled together using the World Composition tool that works as expected when I play in the editor. Second sub level streams in lowest lod when I expect it to and then swaps to the high lod when I expect it to.
When I run a standalone version all seems to stream in ok (from a code perspective, levels are found etc.) but the second level is never visible.
Is there something I’m missing in the process? Are there any obvious places to check code wise as to what might be happening.

Thanks.

Actually, looks like it is rendering/streaming and it’s just lost the tile translation (i’ve moved the tile in the world composition tool so both tiles are authored at the origin but offset in the tool and that seems to work fine when using PIE). Is this a limitation? do the tiles need to be authored where they will appear in the final map?

It would appear that reading the cooked package for the level that the Position for the tile is different (0,0) than when using the editor package ( checking the FWorldTileInfo after the read in UWorldComposition::Rescan() ). I’m using the cook on the fly option…

It appears that this is caused by having the ‘World Composition Enabled’ in the sub levels. Once I unticked that box for the non-persistent levels all was good. Not sure why it worked ok in the editor though,

It appears that this is caused by having the ‘World Composition Enabled’ in the sub levels. Once I unticked that box for the non-persistent levels all was good. Not sure why it worked ok in the editor though,