Persistent procedural geometry and level streaming?

That’s what I was trying to do, yeah. I was using Level Instances and attempting to store the results in an array. What I tried was:

1 - Make a global BP with 3 arrays: LevelX, LevelY, and LevelSeed
2 - Add the LoadLevelVolume’s XY Coordinates to the global BP arrays
3 - Create a stream and add the scene to the global BP’s LevelSeed array
4 - Have the LoadLevelVolume spawn a level (the center of the volume aligns with the level)
5 - Have the Level Blueprint add the geometry BPs to the level and pass the seed into it

Somewhere along there, something wasn’t working. The idea is sound (I think), but I just couldn’t get it to work for some reason. I think it was mostly my ForLoops for checking the Arrays, I probably royally messed them up.