Quoting myself:
“I turn ONE of them on and I get the error above.”
So only ONE sub level is active. Only one Sky Light is active. But I still get the error. All other sublevels are hidden and there’s absolutely nothing in the persistent level.
The problem with GameInstance is that even if you use that, once a level is unloaded, all the UI blueprints disappear with it. Well, it’s hard to debug because you can’t set a breakpoint in a BP that’s in a different level. But it crashes. So I’m assuming the BP’s are gone.
I have two possible alternatives. The first is the one I mentioned above where I serialize each level’s lighting info and load it manually.
The second alternative is to see if I can manually load a BP as a primary asset and have it outlive a OpenLevel call. I could put my UI and gameplay stuff in there. I think I can use the asset manager to asynchronously load levels as well, but not sure on this.