# Levels load sluggishly after compiling

**URL:** <https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445>\
**Category:** Blueprint\
**Tags:** compiling, loading, level-loading, unreal-engine, Blueprint, question\
**Created:** [November 2, 2024, 9:14pm UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445 "2024-11-02T21:14:16Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![V\_vix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/v_vix/32/613734_2.png) [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Post date:** [November 2, 2024, 9:14pm UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445/1 "2024-11-02T21:14:16Z")

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When I load a level in editor, it loads almost instantly, but doing the same in a compiled project takes few seconds, where all the meshes in the level will pop into existence one by one.

This would not be a problem, if not for the fact that it breaks my saving system, as assets cannot be loaded from save if they are not loaded into the map. It also causes the navmesh not to load properly, causing NPCs to be immobile.

I tried using the _async load asset_ and _load stream level_ both at the game’s launch and right before opening the level, but the level still loads in chunks. I cannot even properly debug this behavior since I need to compile the game every time I want to test it. This does not happen in editor, or standalone game mode

**Here is a comparison:**

- In editor:

- Compiled:

I am at a loss about what to do about this and will probably have to scrap the entire project if not fixed. I am quite desperate.

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**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [November 2, 2024, 10:55pm UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445/2 "2024-11-02T22:55:58Z")

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In all games when you load a level there’s a few seconds to minutes in which there’s a loading screen. Typically you’ll handle this with the controller. Have it create a widget and add to viewport. Then have the pawn report back to the controller when it’s sufficiently loaded.

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<div class="post-metadata">

**Author:** ![V\_vix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/v_vix/32/613734_2.png) [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Post date:** [November 2, 2024, 11:41pm UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445/3 "2024-11-02T23:41:26Z")

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How would I go about ensuring the game loaded?

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<div class="post-metadata">

**Author:** ![Rev0verDrive](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rev0verdrive/32/907214_2.png) [@Rev0verDrive](https://forums.unrealengine.com/u/Rev0verDrive)\
**Post date:** [November 3, 2024, 1:09am UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445/4 "2024-11-03T01:09:09Z")

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A timer looped function on the pawn/spectator class that checks if specific assets are loaded. When the function clears true call the controller.

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<div class="post-metadata">

**Author:** ![V\_vix](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/v_vix/32/613734_2.png) [@V\_vix](https://forums.unrealengine.com/u/V_vix)\
**Post date:** [November 3, 2024, 9:46am UTC](https://forums.unrealengine.com/t/levels-load-sluggishly-after-compiling/2101445/5 "2024-11-03T09:46:27Z")

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But how do I do that? How do I check if the assets are loaded?  
This also doesn’t solve the navmesh not loading in problem, as it should already be handled by the engine and I don’t even know how I’d go about manually importing it
