Creating Streaming Levels runtime


I have been stuck on this issue for a few days now with no resolution so far: I need to create streaming levels while the game is running.

In the game, the user can define the map size before playing, and then the generated procedural map gets subdivided into regions that can be streamed in an out. These regions would be encompassed by a trigger volume, and would be considered a sublevel. The problem is that it seems to be that levels that you want to stream in and out have to be created in the editor, and they also need to be assigned to a persistent level in the ‘Levels’ window. This solution isn’t really feasible due to the possibly tens of thousands of map chunks, which would mean creating possibly tens of thousands of assets, only the user knows how many.

My question basically if it is possible to use dynamically created levels as streaming levels, and if not, is there a way to fool the engine by creating assets on the fly?

You can create ULevels using NewObject<ULevel> just fine, but I can’t figure out how to register them with the world, assign them to the persistent level as a sublevel (like in the editor’s ‘Levels’ window), or ultimately how to use them as streaming levels.

Any input would be appreciated!

I am trying to figure out how to do this as well. So far it seems that the only mechanism written for streaming levels is loading them from packages, so I’m guessing that I’m going to have to build a package for the output of the procedural generation.

in sidescroller game template i’m trying create level stream volume its not working ?
UE4 - level streaming volume is not working but create new persistent level for example persistent level 2 (PL2) used stream volume it worked than again copied assests from PL1 and respective stream level 1 paste on PL2 to respective stream maps of old persistent level than same problem ?

is side scroller template doesn’t support simple level stream volume ?