Light Problem with Level Streaming

Is there any problem with lighting in Level Streaming, I’m working on a game with Level Streaming, but when i switch to another level the lights totally disappears and the level is blacked out black!, also when i trigger to switch the level it takes some loading time, does anyone knows how to reduce it?

Thank you!

You should keep the lighting in your persistent level, all the streamed levels don’t have lighting.

If it takes more than a couple of seconds, it just means what you’re streaming is too heavy.

You can look at breaking it up into smaller levels, or find what’s causing the load ‘lump’.

yeh i agree, i thought that too, but keeping lights on the persistent level will result lights to show up in other level too

That’s what you want, no?

Here is the video link explaining: . - YouTube

so let me explain me detail, now i want every level to have different light, so for example i put a point light in persistent level it will be showing up in level 1 and other levels as it’s in persistent level, but want i want is to have different light in every level and for some reason i don’t know when i visit other levels using level streaming , that level light won’t be showing up, it will be fully black(in video it doesn’t appear like that, but for testing i packaged the game and played on other pc and then no lights were showing up)

I get it.

How are you streaming? Blueprint or volumes?

Are you unloading the previous level?

i stream using Blueprints, yess i’m unloading previous level, i tried using volume but throws err and says to put volums in persistent level, which i don’t want ofc because a character might step on it in next levels, so i’m using blueprint to load and unload

so any ideas? why the lights go black out when i package the game and try on other pc? because when i played the packaged game in my pc, it was working great

So you have a persistent, and you have added these levels as sublevels. And you are pulling them in with BP at runtime?

I’m just setting that up now, and I notice it’s not even working correctly in the editor, something in the output log about ‘’ was empty.

Do you have anything in the output log?

yes i’m pulling them runtime, no i had no errs like that, if you want i can share my project?

wait like this

image
image
this nodes are run when the player overlaps the collision

Ok it works for me.

Maybe give me a link to a small project.

Sorry, only saw this just now.

I have to go now ( no time to download ). Maybe you could PM me a link. I will look tomorrow… :slight_smile:

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just sent!