Edit:
FIXED
Solution is for C++ only
I kept digging in the engine and found a quick way to fix the problem, here it is implemented to suit my needs:
bool AClass::ALevelLoadingFunction()
{
bool bLevelLoaded = false;
FString OutLevelName;
if (GetRandomLandscapeName(OutLevelName))
{
// The following function is BlueprintImplementable and returns pointer to ULevelStreamKismet
LevelStreamKismet = LoadLandscapeLevelInstance(OutLevelName, GetActorLocation(), GetActorRotation(), bLevelLoaded);
LevelStreamKismet->bIsStatic = true;
LevelStreamKismet->OnLevelLoaded.AddDynamic(this, &AClass::OnLevelStreamLoaded);
}
return bLevelLoaded;
}
void AClass::OnLevelStreamLoaded()
{
if (LevelStreamKismet->GetLoadedLevel())
{
LevelStreamKismet->GetLoadedLevel()->bClientOnlyVisible = true;
ULib::QuickDebug(“Loaded”, false);
}
}