Hi UE Gurus !
I am implementing on UE 4.27 teleporters that send a request to the game instance to stream levels. Once the levels are all streamed, which is checked by a timer that evaluate the “is loaded” bool for every level packages, a notification is sent to the teleporter which will then disable the load screen widget associated to it.
What I really don’t understand, is that it works perfectly in editor and PIE, but when packaged it’s locked.
I have used for each loops with an interator to avoid issues with the latent property of the level streaming node : Custom latent friendly for-loop macro posted by anonymous | blueprintUE | PasteBin For Unreal Engine
All my levels are named based on the full reference path (game/maps/levelstreaming/name), and I have told the packager to cook all the level objects inside the “maps” folder.
I’m wondering if it has something to do with the behavior of the game instance being different between editor and packaged …
Thank you in advance !