EQS Query stuck when using streamed levels, works fine with "open level"

I have Streamed Level A set to “Always loaded”, and AI spawned every 5 sec by an actor class within that level works as intended. I then stream in level B, which also contains the same actor that spawns AI. These instances of the AI gets stuck on the first EQS query that’s running. They all have their blackboard reference to the player.

I did a simple test with just a “move to location” without using BT, and the result is the same.

Everything works as intended if I use “open level” instead of streaming, or just hit play when loading the levels outside of the Persistent map they live in.

I did some digging and found that the player might not be registered by the perception components, but the editor crashes every time I try to manually add the player as a perception stimuli on each AI Pawn, so guessing I’m doing something wrong there.

Hey Fantasifall,

I’ve tested this in a clean Third Person Project by placing an AI Spawning actor in each sublevel that spawns an AI that uses an EQS to find a suitable location to move to.

Regardless of whether or not the level was always loaded or streamed in through blueprint, I didn’t notice any unusual behavior. Would you mind providing me with a set of repro steps I can use to reproduce the issue in a clean project?

I’m marking this topic as resolved for tracking purposes, as we have not heard from you in a few days. If this issue persists, feel free to respond to this thread. For any new issues, please create a new Answerhub topic.

Have a great day