Open Level Blueprint not working

I have a home level where I have a trigger box, that when collided with, it will load another map/level. This works perfectly in standalone. When I build the game, however, when I collide with the trigger box, it just reloads the home map. I would like to know what is going on if anyone has had this happen before. Thanks.

Hi!

Try to create LoadLevel blueprint. Create Actor class blueprint. In Components add Scene component and Box component. Select Box component and Add Event - OnComponentBeginOvarlap and attach OpenLevel node with level name.

Hi,
i have the same problem and i don’t think that’s the solution(i’ve already tried that). When i am in the editor “Play mode” it work’s but when i try to launch the game or cook the game, i got the same result with “bzundel”.
I also tried to write a false map name in the editor “Play mode” for test, the result is same. If blueprint can’t find the map it loads the first map somehow. I guess the problem is caused because of the map path or something like that.
Does anyone has any idea about it?
Thnaks.

Thanks for the reply, svv3dUDN.

I have exactly what you have described, but in the level blueprint. It isn’t working at all. Instead of opening the level in the “Open Level” node, it reloads the current level. Would it make a difference to create Actor Blueprints that do the same thing?

Thanks!

Hi guys,

What engine version are you using?

Make sure all maps are cooked.
In DefaultEditor.ini you must specify all maps in this section (create if not exists)

example:

[AlwaysCookMaps] 
+Map=/Game/Maps/InventoryLevel

However, if you are running engine version 4.7 I have experienced a problem running in android devices which OpenLevel does not work as reported here

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Well … it works if you have a hard reference to the level. But using text the engine has no clue :confused:

You could have a look at async load level streaming and see if it can help with your load times.

I’m running 4.5.1. The [AddCookMaps] worked for me. However, I think that is REALLY unintuitive. I would think that the engine would be smart enough to see that if you tell a level to open in a blueprint, it should be included in the cook by default. Is there a reason why it’s not like that?

In addition, how do I help the levels to load faster? When I walk into the volume, there is a 4-5 second load time for the level. Can I load them in the background (they are small levels)?

Thanks for the help!

Hi,

Any solution to this?
I am currently facing the same issue.

I have a Menu Map that is supposed to load a Level.
It works perfectly in the editor (selected viewport, new editor window and standalone game) but the minute I try and and package the project it doesn’t work anymore.

My default map is the ‘Menu’ and when I click on the button to load the other map, it just reloads the ‘Menu’ map.

Any help is most appreciated.
Thanks!

Hi.

Has anyone found the solution for this problem?

Thanks

Make sure you have a player start in the level you are trying to load. Otherwise it will drop you back into the same map.

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I figured it out on my game recently. Make sure to tick off the absolute value so it doesn’t load a false and reset the level. I also added a make literal name function connected to the level name node and typed the name in the value there but I don’t believe that was necessary. Try it if it still doesn’t work after clicking off the absolute.

80781-fixtoopenlevelresetting.png

hi storm, I am not sure, but maybe you answer help me load level, thanks

This is not the answer for my case, but it gave me a clue. The problem in my case was that the level to be loaded had its Game Mode unset, so it takes the default Game Mode, which I didn’t want. Setting the Game Mode on that level fixed it.


Create a Level variable through OpenLevelByObject, and set the default value as NewMap level. Then use it to convert to Name type. After packaging, you can open the level normally. Through printing, I found that the LevelName entered at this time is/Name/Maps/MyMapName.MyMapName

Translation software problems. The final Path should be:
/Game/Maps/MyMapName.MyMapName

Worked on UE 5.1.1.
I had the same problem.