Best method to stream procedural levels?

Yeah, what happened was I had a grid of levels set up around my persistent level. Each level had a spawning volume that was larger than it, and would load and unload the level when the player was far enough away that they couldn’t see it. Because these were all squares of the same exact size, there were areas where multiple volumes overlapped. I had the trigger volumes print a message that their child level was spawned as well, so when the player walked into areas where they overlapped, it would say both levels were loaded, but only one would become visible.