Async Level Transition in Unreal - UWorld's SeamlessTravel necessary for this case?

Hello all!

We’re implementing async (seamless) level to level transition. We got 3 persistent Levels A, B, C.
A - where the player currently located
B - a tunnel like transition level where it has trigger at its begining part which calls the async loading of level C.
C - destination level where player will be transitioned.

Question: Is there any other way to do async transition using UWorld’s SeamlessTravel function?

Thank you in advance :slight_smile:

To load additive umap asynchronously you can use this method:

FLatentActionInfo LatentInfo;
LatentInfo.ExecutionFunction = "OnMapLoaded_Internal";
LatentInfo.CallbackTarget = this;
LatentInfo.Linkage = 0;
LatentInfo.UUID = 0;

UGameplayStatics::LoadStreamLevel(GetWorld(), MapName, true, true, LatentInfo);

Isn’t this just for streaming a level as a “sub-level”.
Meaning if you performed LoadStreamLevel in the scenario: A-> B → C

  • Start at A
  • LoadStreamLevel(B)
  • B becomes a “sub-level” / streamed level under A?

I think the poster is asking about alternative methods to seamless transition between Persistent Levels (A → B → C) with no blocking.
The only methods I know of currently using:

  • UWorld::ServerTravel
  • UWorld::SeamlessTravel

Both require use to use a GameMode that extends from GameModeBase, which is typically used for multiplayer games.