# Calling Open Level when using World Composition

**URL:** <https://forums.unrealengine.com/t/calling-open-level-when-using-world-composition/478567>\
**Category:** World Creation\
**Tags:** open-level, unreal-engine, player-start, question, World-Composition\
**Created:** [February 10, 2021, 11:04am UTC](https://forums.unrealengine.com/t/calling-open-level-when-using-world-composition/478567 "2021-02-10T11:04:58Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Ace-8888](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ace-8888](https://forums.unrealengine.com/u/Ace-8888)\
**Post date:** [February 10, 2021, 11:04am UTC](https://forums.unrealengine.com/t/calling-open-level-when-using-world-composition/478567/1 "2021-02-10T11:04:58Z")

</div>

My main map uses World Composition. When I run it directly in the viewport, everything works fine.

However, when I switch to using a MainMenu (still using the viewport), after calling Open Level (by name) on the persistent level from OnClicked, the Pawn ends up below the initial sub-level. I can’t tell if the whole level has moved up in Z or if the player fell through.

PlayerStart is positioned in the persistent level. The persistent level and all sub-level files are located in the same folder.

I also see this problem when I run in standalone or packaged mode, with or without the MainMenu level.
