Level Streaming Breaking Key Objects When Loading New Levels

Hello everyone,

I am currently stuck on an extremely odd bug that I have never encountered. Currently there are three levels in the game connected to a hub. Each level is unloaded on play and loads in when the player hits a level streaming volume. However, when I play the game and reach these levels everything loads in and gets textured except the enemies. Here is an example of what I am seeing:

This occurs without consistency and seems to be almost random.

I can play each level by itself and everything runs well, it only occurs when I am running the main game with the level streaming in it.

I am also working with a group of people on this project and are using Perforce as version control. The level streaming used worked well but recently has not been consistent. Any ideas on what may be causing this?

It’s a timing problem, I think.

Is there a way you can spawn your enemies in slightly later? ( or are they placed? ).

They’re all placed at the moment… However, now that you mention it, there are spawners around the map that spawn in enemies over time and those guys have textures. There definitely is a timing problem then. Is there any way to go about this without having to replace all my enemies with spawners?

Bascially, something’s not ready in time.

You need to somehow slow down the things that are having problems ( like the enemies ).

Spawning slightly late is a good idea.

Placing the enemies in the persistent is also worth trying. This is because, anything that’s spawned during play, goes in the persistent level.

Actually, now I think about it, that’s probably the solution, put these guys in the persistent.