[5.1 / 5.1.1] Level Streaming >> -? Duplicated Actors ?-.

I received a UE5.1 project which has a problem with level streaming. I suspect this is a bug with UE5.1 itself, so possibly someone on this forum has already dealt with it. Can someone confirm this is a bug and if there is an existing fix?

Situation:
A persistent level is used to load a sublevel of camera actors.

Problem:
When the sublevel’s streaming method is “Always Load”, or is loaded manually, the sublevel’s cameras duplicate. Certain pointers such as soft pointers set from the editor to the cameras in the scene of the persistent level go null.

Expectation:
Loading a sublevel should not create duplicate instances of actors and should not break soft pointers to a scene’s actors.

Workaround:
Set the streaming method of the sublevel to “Blueprint” and do not attempt to load it manually. Now you can still (somehow) get actors from this sublevel by using the GetActorsOfClass node after a few ticks. Note that this does not work if you travel from an entirely different level to this persistent level.

Symptom summary:

  1. On the persistent level the outliner will show both grey actors and “beige” colored actors during PIE, using the same ID and name. One will be suffixed _LevelInstance.
  2. Using a GetActorsOfClass node on the world during PIE will return double for each expected actor.
  3. Actors are loaded on the persistent level once as long as the streaming method of the sublevel is set to “Blueprint”. Note that loading has not been done manually. Sublevel actors are not loaded correctly when moving from another persistent level to this persistent level.
  4. Loading a sublevel with streaming type “Blueprint” manually reintroduces the duplicates.
  5. Using a soft pointer stored on an actor of the persistent level, targeting an actor from the sublevel on the scene, is saved in editor but is null on PIE.

Bump

:arrow_up:

UP :slight_smile:

Still present on hotfix UE5.1.1

:sweat_smile:

Anyone?