In the past, I had issues in the past trying to dynamically streaming levels that work with multiplayer.
Recently I found a solution, thought I’d share.
I created a simple Blueprintable struct to hold the info from a Load Level Instance - which includes the unique name of the instance - that can be replicated to clients.
Once replicated to a client, I created a function that takes the info from the struct, create a level streaming object, add it the clients StreamingLevels and makes it visible etc.
End result - loading a level at runtime on the server and having it appear on a client.
I’ve already created a pull request for the Victory Plugin and annoyed Rama about it, so hopefully it’ll be in there soon.
We’re currently using it in Ground Branch to stream in a single level and it seems to work fine, both in packaged and non-packaged builds.
I hoping a few people will be interested enough to try it out and either break it or confirm it works.
If this does interest you, post a comment letting me know.
I can either post the C++ directly here (its pretty simple) and/or annoy Rama about it more