Huge lighting difference with HDRI in level streaming

Hello,

I’m using an HDRI Backdrop; if I don’t use it (for example, in interior scenes), everything looks fine.

Below is the same SubLevel with two different streaming methods:

StreamingMethod: “Blueprint”

StreamingMethod: “Always Loaded”

In the editor, the level always appears as if it were set to “Always Loaded,” regardless of the actual streaming method in use. This makes it impossible to preview the real lighting in the editor, since I plan to use all my SubLevel with the StreamingMethod “Blueprint”.

I am having a hard time following. When you set it the Method to Blueprint are you toggling it off? What does it look like in PIE?

In my Editor I have the Levels panel :

I right-click the sublevel in this panel and manually switch its streaming method by selecting the desired option.

Then, if the level’s streaming method is set to “Blueprint,” I dynamically load it using:

// Prepare latent action info
FLatentActionInfo LatentInfo{};
LatentInfo.CallbackTarget = this;                           
LatentInfo.UUID = FMath::Rand(); 
LatentInfo.Linkage = 0; 
LatentInfo.ExecutionFunction = FName("OnLevelLoadedCallback"); 

// Load the level in streaming
UGameplayStatics::LoadStreamLevel(this,
    LevelNameResolver::GetName(levelToLoad.id),
    true,
    true,
    LatentInfo);

When the streaming method is set to “Always Loaded,” calling LoadStreamLevel has no effect, since the level is already loaded.

In my previous post, both screenshots are from PIE. Between them, I changed the sublevel’s streaming method. You can see that the objects placed in the sublevel are lit differently, even though their lighting comes from the same HDRI backdrop (which is placed in the persitent level).