Level Streaming not loading/unloading levels properly in UE5

Hi everyone,
I’m working on a UE5 project using World Partition and also testing Level Streaming manually, but I’m having issues with levels not loading or unloading as expected.

I created a persistent level and added a few sublevels using the Level Browser. I’m trying to stream them in and out at runtime using Blueprints, but nothing seems to happen — the levels don’t appear or disappear as expected.

Here’s what I’ve tried:

  • Set the sublevels to “Blueprint” streaming method

  • Used Load Stream Level and Unload Stream Level nodes

  • Verified that level names match exactly (case-sensitive)

  • Confirmed that sublevels are marked as “Initially Unloaded”

  • Tried both with World Partition enabled and disabled (for testing)

  • Added Print Strings to confirm the Blueprint logic runs

  • Waited a few seconds after calling load (in case of delay)

Still, no visual change in the level — actors don’t appear/disappear, and it looks like the levels aren’t being streamed at all.

Is there something I’m missing with how level streaming works in UE5? Could this be a setup issue, or something to do with packaging or World Partition interfering?

Any help would be greatly appreciated — thank you!

Hello there @auroraxfoafoa!

What you are encountering here is two systems clashing with each other.

If World Partition is enabled on your map, your streaming nodes won’t respond, since it only listens to data layers. Meaning, your levels are not loading/unloading due WP shutting down level streaming. It comes down to choosing one approach, the one that suits bests for your project:

If you want the level streaming workflow you already have in place, disable WP, and eep your sublevels inside a persistent level. On the other hand, if you would rather work with WP, disable your current setup, and re-organize your content into data layers.

As for choosing which method is better for your project, please refer to a similar scenario in the thread below, where both features are discussed. You can also check the related UE documentation, and the world building map, an excellent resource for open worlds: