Hi everyone,
I’m currently working on a large open-world project in Unreal Engine 5.2 using level streaming, but I’m facing a problem where streamed levels do not load properly during runtime, even though everything seems correctly set up.
Problem Description:
I’ve created a persistent level and multiple sub-levels for different areas of the world. In the Level window, I’ve added the sub-levels and set them to “Blueprint” streaming method. I also created a Level Streaming Volume around each area, expecting them to load automatically when the player overlaps them.
However, when I hit Play, none of the sub-levels load — the world is mostly empty apart from what’s in the persistent level. No errors appear in the output log.
What I’ve Tried So Far:
-
Verified that the sub-levels are included in the World Composition or World Partition system
-
Made sure the streaming method is set to “Blueprint” or “Always Loaded” for testing
-
Added Level Streaming Volumes and confirmed the player overlaps them
-
Tried loading levels manually with “Load Stream Level” node in Blueprint — still doesn’t work
-
Ensured all levels are saved and built (lighting, nav, etc.)
-
Checked in World Partition Data Layers if levels are hidden or unloaded
-
Tried both “Play In Editor” and “Standalone Game” – same issue
Expected Behavior:
Sub-levels should load automatically when the player enters their corresponding Level Streaming Volume, or at least when loaded manually using Blueprints.
Actual Behavior:
Sub-levels never appear to load. The content in those levels is not visible and does not exist in-game, even though everything looks fine in the editor.
Additional Info:
-
Engine Version: 5.2
-
Using World Partition (converted from traditional streaming system)
-
Blueprint-only project
-
No error messages
-
Tested both in PIE and packaged build
-
Windows 10