No skylight when sub-levels set to always loaded

I have a sky light in my persistent level. When I have my sub-levels set to blueprint loaded my sky light works fine in a standalone to packaged build. If I set my sub-levels to always loaded by sky light will not render in standalone or a packaged game. I will, however, work in PIE. I’ve tried setting a key to recapture the scene but nothing works. I’ve also tried adding a sky light component in the persistent level blueprint but no luck there either. I need my sub levels to be always loaded and my streaming volumes are just toggling visibility so I can keep the sub-levels state persistent. Are there any knows issues with sky lights in this setup?

Some more info:

I’ve setup a fresh project to test and can re-create the issue. I created 2 sub levels each with their own streaming volume set to SVB Visibility Blocking on Load. The only way to get the sky light to work is to travel into an area where the streaming volumes overlap and all sub levels become visible. Otherwise, there will be no skylight until all sub-levels are visible at the same time.

we also had the problem of the skylight darkness in our builds.
we then switched to the post process ambient cubemap.
i think it is even cheaper.
so if it doesn’t interfere with other systems in your project, this might be for you!
just be sure to blur your ambient cubemap

102758-postprocessambient.jpg

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Thank you for your report. I noticed this was an issue too, I went ahead and tested in a version of the build that’s not quite released yet and verified that the sublevel isn’t having trouble with the skylight.

Thanks!

Thanks, would this be a 4.12 hotfix or 4.13?

Thanks for the suggestion. Not quite sure how this would work with our day/night cycle system but would be interesting to try. For now as a workaround I placed a small streaming volume at our player start that will temporarily show all sub levels, then get destroyed after a few seconds so the skylight can activate.

I just tried this again in 4.13 and the issue is still there. What build will have the fix?

Went with your solution and it worked great, thanks!!

This still appears to be happening in 4.25 as well just for anyone wondering. Using a cubemap still resolves the issue