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Level Streaming Load and Unload via Trigger Volumes doesn't work in a Standalone Game test

So my issue is only occurring when I deploy the game in 'Standalone Game'. In the editor viewport and PIE windows, it's fully functioning.

I've got two trigger boxes on two floors of a house. One on the ground loading three rooms and the other on top that will, when finished, load three rooms too.

This is the first load function I've made with the ground floor trigger volume below this paragraph. There is a sequence after the 'OnActorBeginOverlap' with nodes to load the separate levels all at once from the single volume when walked through and then unloaded when walked through again. (I did try with three separate volumes but the middle volume would always fail to load). Does anyone have any suggestions on how to make this work and, if needs are, improve it? alt text

I should add I'm not great with Level Streaming. I've read several articles and watched several videos about it and this system was the one that seemed straightforward enough to understand and write so I went with it but if this isn't correct, feedback and advice are greatly appreciated.

UPDATE #1: After another test, I managed to get a successful load on the levels but it takes several seconds in Standalone and it's instant in PIE and the viewport.

Thanks in advance!


Product Version: UE 4.19
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asked Jul 26 '18 at 04:07 PM in Blueprint Scripting

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First of all, add print string logging on all steps. From there you will understand which nodes are failed to execute.

I think you may have problem with volume itself, so it not fires Overlap event. Better use trigger actors with collision setting OverlapOnlyPawn.

And I'm not sure about that comparison of GetPlayerCaharacter and OtherActor. Maybe try to use cast to your player character class instead.

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answered Jul 26 '18 at 04:36 PM

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