I was reading about how to set up level streaming to be distance based in this artcile: https://rocket.unrealengine.com/docs/ue4/INT/Editor/LevelEditing/LevelStreaming/UserGuide/index.html
My suggestion is wouldn’t a combination of this and level streaming volumes be the easiest solution? IE use a level streaming volume to define the area of the level you want to stream in and then simply have a “distance” parameter that you can specify on the volume to have the level stream in when the player is X units away from any edge? Seems a much easier way to visualize everything and a more simple setup as well.
Just a thought.
Hi Peter,
Thank you for your feedback.
have a “distance” parameter that you can specify on the volume to have the level stream in when the player is X units away from any edge
The radius would simply be a larger volume around the already existing volume. You would solve this by scaling the volume to cover all of the area you want the streaming to begin from instead. I am not sure how a radius around the volume would be any different from simply scaling the volume larger, but if you can explain the benefit, I can put in a feature request.
-Alexander
Yes, very good point. I was simply reading about the idea of having it distance based rather than volume based and came up with a suggestion for a more stream lined configuration without really thinking through what the need for it would be 
I’m now curious why the article even mentions distance based streaming and how to set it up? I can’t for the life of me think of a reason why this would be better than volume based streaming.