It’s look like I’m missing sth extremely obvious
I’d like to have empty persistent level. All assets, including walking surface, would be stored in sublevels.
The problem is that streaming of level with terrain/walkable mesh happens after event BeginPlay. So player is spawned, but level for him is loaded a bit later
Currently I put only Player Start to the persistent map. Player spawns properly on mesh (stored in sublevel), but player doesn’t move (although nothing been changed in blueprint - it comes with top down template).
I neve had such issue with UE3.
What am I missing, guys? How to divide data properly? As I mentioned, I’d like to have persistent w/o data (it would only serve as map root).