I have a persistent level with two sublevels, where Level0 is loaded by default:
Whenever I call Unload Level through an event, with the blueprint logic residing on a persistent actor or GameInstance:
the execution stops when the Unload is completed. Obviously I could reverse the above calls but I want to execute some logic after the load-unload operation is completed, and I am curious as to why this is happening. I also tested calling the StreamNextLevel event from persistent actors, in case the execution stops because the event instigator was destroyed, but doesn’t make a difference.
What am I missing?