Set Level Transform works in editor and standalone but not in packaged build

Simply put, this set of nodes functions in standalone, and all play in editor modes, but the level spawns at the origin when in packaged build.

Bump. I do need a solution for this one as its a critical part of being able to build dynamic levels. I need to be able to spawn a level at a specific place

Bumpity. I have a workaround for now by moving everything in my “indoor” level to line up with the correct offsets of the outdoor level, but it’s not a solution at all, in fact it makes it static instead of being able to do a level dynamically.

Hi ,

Sorry for the delayed response. I tested this in 4.13.2, and it seemed to work fine in both Standalone and a packaged project, but did not work when I ran PIE. That doesn’t quite match your description, so there may be something different in my setup. Do you see this happening in a new test project, or does it only occur in your project?

Hi ,

We have not heard back from you for a while. Do you still need help with this? I will be marking this post as resolved for internal tracking purposes, but please feel free to add a comment and re-open the post if you need any additional help.

Holp this can help you: https://youtu.be/hLIs0Bou7mU

After many months of having a workaround in place, I found the solution. I was storing the world-location of an actor in the spawned level, inside of that actor’s construction script.

In PIE or Standalone, that construction script must execute after the level has been moved into place (race condition I am guessing).

In a packaged build, the construction script is run before the level-instance transforms itself.

(No Delay-nodes in my code, just inherent race condition based on execution environment)

1 Like