Persistent Level is doubled, flow execution is doubled as well

It’s really hard to tell what exactly you have going on here, but the mai thing I’d take a look at is the ‘levels’ window. It will show you if you double copies of any levels. Even if you only have 3, there’s a lot of places a begin play can be called, are you sure you don’t have debug code somewhere else also…?

Hi,

I’m working on the prototype of the game together with my friends, we have a level structure like this:

  • Docks_P is persistent level, it contains all the blueprint actors and it’s level blueprint contains all the scripted logic for the prototype gameplay, it “contains” 3 other levels
  • Docks_Art and Docks_Whitebox contain all kinds meshes and light actors
  • Docks_Sound contains environmental sound actors

At some point of work I’ve noticed a number of problems that appeared:

  • print sting event is fired twice on the begin play
  • level blueprint event graph clearly showed an input event from gamepad being fired into a function (Stop Movie Scene Sequence Player) which didn’t work but If I, for example, fired a Delay event from begin play into Stop Movie Scene Sequence Player function, it worked

Then I noticed that there are 2 versions of the Persistent level available for debugging when the level is being played:

It explained to me (I think so) why Print String is fired twice or why Input didn’t reach the Stop Move Sequence function (in fact, it reached but in one of the persistent levels, while Cut Scene continued to be playing in another Persistent level and in the game).


So, my questions are: how did it happen and how do I get rid of this second version of the Docks_P?

Help!