Houses Merged Weirdly HELPPPP

I’m building a horror game and I’m 99% finished, but I’ve been stuck on one major bug for months. The issue is that my house transformation sequence doesn’t fully update for all players — and sometimes not for any players — when playing in multiplayer.

At the start of the game, players explore an old house (“House 1”). Later, the story jumps 15 years into the future, so the house needs to transform into its updated version (“House 2”). I handle this using a Cinematic Sequence Device with a Level Sequence that moves around roughly 450 assets: House 1 objects are moved underground, and House 2 objects are brought up into place. The sequence is triggered through Verse when a player joins.

The problem is that in multiplayer, the transformation becomes inconsistent. House 1 and House 2 partially merge, creating an unplayable mess. This never happens in single‑player, only when more than one player is present.

I’m looking for help finding a reliable solution to this issue.

Hi! I would recommend giving a try to using Data Layers.
World Partition - Data Layers in Unreal Engine | Unreal Engine 5.7 Documentation | Epic Developer Community To disable and enable the houses I think this will give you more consistency and better performance. To trigger the switch between them you can use the cinematic and level sequence to enable an disable the other one.