@ : Try what said. But also, just try streaming a level in through the Blueprint node, having unchecked MakeVisibleAfterLoad and checked Block On Load. Neither of these parameters are being passed through correctly.
Looking at your answers before, I feel like there was a misunderstanding - it’s not that I’m expecting a hitch and not getting one so I’m assuming it wasn’t a blocking load; a blocking load is not happening. The game thread continues while the map loads, which is not what needs to happen.
If I teleport the player to an empty point in space, and then that same tick, load a streaming level around him (so that that’s now a valid place for him to stand), it should be impossible for him to fall through the new level, as long as the load was a blocking load. If it’s not a blocking load, falling through the level should be expected. But you also won’t fall through the level if the level just loads really quickly on a non-blocking load. In my case, my level is large, and takes a while to load, so I can literally watch it appear mesh-by-mesh as I fall, which should be impossible if blocking loads are working. I feel like I’m kinda rambling here, but just trying to be clear.
I had to prepare a build over the last few days for the company funding the project, took another look, found that it was impossible to get a blocking load on a level stream from Blueprint. Had a hell of a time.