Unreliable event bindings on Level Blueprints - bug or my error?

this type of event binding is not bound manually. When we need a temporary binding we will make it on the fly when it’s needed. So very few bindings are happening on begin play, and none of the problems have arisen from that.

similarly, there’s often no additional casting taking place. Just a BP calling an event dispatcher and the level BP listening for it.

Two of the reasons we used the level blueprints so much during development.

“Also if your level is streamed,…” this is a lead I’ll have to look in to. Only 1 level is loaded at a time and some of them relatively large for a retro game. My best guess that something is happening with actors being culled or unloaded automatically for various reasons, but everything to do with any of this is well above my surface level understanding.

Thanks for chipping in!