Handling persistance between level streaming with world composition

Hello there, I am trying to achieve something that I believe its not possible the way I am doing it, but maybe someone can confirm it and tell me which are the options here.

Basically I have a persistent level with two streaming levels, also I am using world composition with streaming distance.

So I don’t handle the stream in and stream out of levels myself (maybe this is the first issue (?)).

The problem:

On my stream level I have a cube bp with physics enabled, here it is:

When I walk into this streaming level, I see the cube start falling and hitting the ground, that’s fine.

When I walk out of the streaming level, the cube dissapears (since it was placed in the streaming level), that’s also fine.

When I walk inside the streaming level again, I see the cube again in the air and starts falling again.

My goal here:

Using events to apply the previous location of the cube when the level streamed out (saving on gameinstance) when the level streams in.

Now my questions:

  1. Is it possible to bind to the event level hidden / event level shown using world composition with streaming distance enabled or not? I tried binding the events on my game instance, maybe because using world composition with streaming distance handles that by myself and I can’t have control on that, so its not possible?

  2. I tried using level streaming volume to bind to those events, but it seems that it doesnt work with world composition enabled, at least I don’t see the Streaming Volume options when opening my streaming level details panel. So its not possible to use world composition with level streaming volumes?

  3. If the answers to both questions above are ‘no’, so how I am suppose to work on a large open world (using world composition) and handling the level streaming so I can persist the state of the actors during level stream in and level stream out.

Really appreciate an answer here, since I am stuck at the moment… need to unblock this issue to proceed on level design.