I’m having this issue as well. Streamed level set as Always Loaded, world settings with UseCLientSideStreamingVolumes=true. When a client first enters the streaming volume, the streaming level is loaded, but the level blueprint’s begin play is not triggered. When the client exits the streaming volume and enters again a second time, the begin play is triggered.
Maybe I’m using it the wrong way. My primary scenario is a dedicated server where everything is loaded always, while the clients should only get loaded the streaming levels relevant for their location.
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