FLatentActionInfo callback function is never called

Hi everyone

I try to do a level streaming tool in c++ that is connected to editor utility widget. In this i tried to move a level dynamically by unloading it and loading it at a different place right after it was unloaded, My FLatentActionInfo callback function should be called right after the level is unloaded, I have seen a lot of posts on how to setup and use “FLatentActionInfo” but whatever i do the “ExecutionFunction” of my FLatentActionInfo is never entered and i don’t understand why.

Here is the C++ code :

void UWorldMapEditorWidget::MoveLevel(FName LevelName, int NewX, int NewY) {

	TempLevelVector = FVector(NewX*LevelSizeX, NewY*LevelSizeY, 0);
	TempLevelName = LevelName;
	ULevelStreaming* level = UGameplayStatics::GetStreamingLevel(GetWorld(), LevelName);
	if (level != nullptr) {
		UE_LOG(LogTemp, Warning, TEXT("Level find"));
		if (level->IsLevelVisible()) {
			UE_LOG(LogTemp, Warning, TEXT("Level Need To Be Reload"));
			FLatentActionInfo info;
			info.CallbackTarget = this;
			info.ExecutionFunction = "LoadLevel";
			info.UUID = 1;
			info.Linkage = 0;
			UGameplayStatics::UnloadStreamLevel(GetWorld(), TempLevelName, info, false);
		else {
	else {
		UE_LOG(LogTemp, Warning, TEXT("Level failed to be find"));

void UWorldMapEditorWidget::LoadLevel() {
    UE_LOG(LogTemp, Warning, TEXT("Entered LoadLevel function"));
	ULevelStreaming* level = UGameplayStatics::GetStreamingLevel(GetWorld(), TempLevelName);
    if(level != nullptr){
	       UE_LOG(LogTemp, Warning, TEXT("Level Loaded"));

And here is the .h :

void MoveLevel(FName levelName, int NewX, int NewY);

void LoadLevel();

I don’t know what i missed ? Thanks in advance for your time and sorry for my bad english

Hi Raijinshu,

got in your same situation. Changing the UUID is what made it work for me – I set it to 123.

Hope that helps!