MainMenu level which is basically empty as it only serves as the main menu (start game exit etc)
PlayLevel where you do your gameplay
If I load the level normally from MainMenu with the OpenLevel node everything works fine.
BUT if I use the OpenStreamLevel node to open it as a sublevel, my HUD breaks down, doesn’t show anything except a singular non moving object (that is not there at all), my enemies (simple moving actors) stop before reaching their destination, and random DeltaSeconds spikes (which I’m presuming are performance drops for some reason).
I’m pretty baffled since I can’t seem to find anything similar to my problem anywhere I look.
I am convinced I have used the level streaming system properly, and I do regret not showing more information here, but I really do not have any idea what to show since the only difference is the node which opens the next level. If it would help I can provide you with screenshots, link to my project, code whatever really.
Thanks for your time.
The only thing I can recommend is making a new persistent and dummy sublevel.
Only put the loading code in there ( trigger it with a keyboard stroke instead ) and check it works. Then you can start to piece together what it is you have that is screwing up the system.
Sorry not to be more, but there’s nothing to go on
The Construct event going to the sound spawner function appears to have ‘auto destroy’ checked. I think when you fire the ‘Fade Out’ function, it could be getting a null\invalid reference.
I believe if you just toss the sound return value into its own variable then relocate the fade to reference the variable, that should help. You can also try checking the ‘Persist across level transition’ boolean, but I think that’s more for continuous play throughout a level migration.
In regard to how you are loading your level - confirm in the ‘Levels’ panel, that for each streaming level you have the ‘streaming method’ set to ‘Blueprint’. Im almost certain this is the default behaviour, so likely has nothing to do with this particular issue, but still a good thing to double-check.
If you were to use the LoadSteamLevel function, I believe that can go just before the ‘OpenLevel’ function
(Edit: I just noticed the 'Make Visible bool. So I’d assume this should work fine.)
I could be incorrect on the following statement here, so please make sure to check the documentation, however, I've understood 'Loading a Level' only places a level into memory and therefore can be ready to open.
After the loading screen is tossed onto the viewport, what do you do with that widget?
Didn’t have any issue with the sound so far,mostly because, I believe at least, since I have the Delay node to make sure it doesn’t start loading before the sound fade out is finished.
And yes, I have the Streaming Method set to blueprint, but by default I had it on Always Loaded for some reason, which made some issues as well before I figured it out.
At the beginning of the next level on BeginPlay I have RemoveAllWidgets straight out of the gate to make sure everything is gone before loading up the gameplay widgets.