How to get current sublevel (world composition)

Hi,
I’m working with tiled landscape (world composition) + separated levels (indoors map)( like Skyrim)
I need to know if the sublevel where I spawn my character is loaded before I spawn it (if not, it fall through the landscape)
Now, if I use the “Get Current Level Name”, it returns the persistant level name and not the sublevels where my character is.
So, is there a way to get sublevel where my character is, then check if it is fully loaded?

As world composition use level streaming but without streaming volumes, I don’t even know how to get a reference to one of the sublevels. Are they considered as streaming levels?

Ok, this works if I enter the name of the sublevel manualy

But I still don’t know how to get the name of the sublevel where my player is. Trace? Overlapping?

Bump. I really need this.

Wish I knew and wish I could help :\ I’ve never used world composition or even sublevel streaming before. Anyone out there that can help?

Bump I still need this info

Not sure what the plan was here from Epic - the player must always spawn at a specified spawn point using World Composition? This is really a huge hole in the process.

When dynamically spawning a character actor we need to be able to test when the level has been loaded. Ideally you can force the relevant level to load while a loading screen is present, otherwise you have some floating character which is a poor user experience.

What was the intended workflow for loading a level and placing a character in an arbitrary location on that level with World Composition?

Don’t know neither. One year later I still don’t know how to make a game with world composition because this engine loads levels AFTER loading the player pawn/controller/HUD etc. which is a perfect non sense while every other engines in the world loads the leven THEN the player when it’s done.

Basically you do it in the Blueprint of the sublevel. Set a global variable in your game instance or mode or whatever you are using for your level wide vars. Each sublevel has to set it’s own ID, so if you use an 8x8 or whatever it’s a pain.