Unload Stream Level call stops execution on persistent actor

I have a persistent level with two sublevels, where Level0 is loaded by default:

139807-levels.jpg

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?

Somehow by setting Level0 to load from blueprints and ticking the loaded and visible in the level settings this problem goes away while the first level is still loaded by default.

I have the same problem event with all my levels loaded from blueprints and Make visible after load ticked.
I’m using UE 4.18.1,