I’m trying to write a custom level streaming system. It worked well until I tried to add save/load subsystem.
Some pre-history: when I’m streaming level, I’m attaching all actors inside of it to some master actor, manually setting transforms. But after I added calls of Save/Load game to/from slot, I got an issue in Play In Editor mode - UE4 started to make a virtual copy of sublevel with name, like UEDPIE_0_OriginalLevelName and automatically saving all transforms in it, which I made to actors. When I exit PIE and run it again, instead of the original level, new level loads, and I’m getting the wrong original transforms, so my actors have a huge offset from the desired position.
Which is also strange, that I don’t even load any data from save game for test purposes. I just calling Save/Load game to/from slot methods. Maybe UE4, when it sees those methods, doing a copy of sublevels? If so, how can I disable such behavior, so only the original level will be loaded?
Also, if I try to open the original level when virtual levels exist, I’m getting editor crash with an error like: “World Memory Leaks: 1 leaks objects and packages. See The output above.”