ULevelStreaming::OnLevelLoaded not called if they load when there are levels pending purge

Streaming levels that are loaded asynchronously do not have their OnLevelLoaded event called if they load when there are levels pending purge. The level is loaded correctly, but the event never fires.

A workaround is to force the level to load synchronously using bShouldBlockOnLoad = true.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

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