When packaging an Unreal project

First, I wrote the post using Google Translate.

I ask for your understanding.

After placing the rotating room in the level, I grouped the elements I wanted to rotate into a single Blueprint.

Next, I placed it in a new level (MidBoss_v02) and implemented the mid-boss map behind the rotating room.

Then, I moved this mid-boss level to the main level where the actual gameplay takes place. I intend to ensure that the game is played within a single level to avoid loading between the dungeon and the main level, and to allow the remaining players to stay in the dungeon even if the host dies and is no longer present.

While there were no issues in the editor, when I package the application, the rotating room grouped in the Blueprint spawns entirely at 0,0,0 instead of in its intended location.

I am wondering if this is simply due to a broken Blueprint, if rebuilding it is the only solution, or if there is a way to fix this.

From what I have researched, I understand that the method described above—which involves simply changing the location within a single level to ensure client continuity without lag while the host is in a different level—is the way to achieve this. However, I am curious if there are other methods available.

I Think the AtmoSphere has remained, but that isn’t the real problem.