Currently, there is not really any control over the granularity of what is reloaded when going through LoadMap. Regarding your question about PIE, the sublevels are temporarily generated at runtime. This doesn’t apply to packaged builds, which will have the sublevels generated during cook time.
It’s unclear from the capture, but I wonder if the first flush is to finish any loading that was happening for the “old world” while the second one is for the “new world”? With the second one showing that it’s called from UWorld::FlushLevelStreaming, I don’t think the first is as well, since I would also expect it to show up in the capture. You may want to temporarily enable additional channels or use `stat named events` just to be able to gather more details in the capture.
I’ve also tried root refering LevelStreaming’s Level, World, Persistent Level, etc. None of them worked for me. Any ideas?
Could you expand on what you tried and what happened?
-Ryan