I have a persistent level with 40 cesium sublevels. I have successfully run the tutorial, created a shipping package and confirmed that geometry appears and disappears as I move in and out of sublevel load radii. I have a origin shift component attached to my pawn.
Earlier in development, I was using level streaming volumes to trigger loading and unloading of detail geometry in sublevels. I have since deleted the LSV’s and I am trying to use only cesium sub-levels to hide and show geometry in my vicinity. As I change each unreal sublevel to a cesium sublevel, I delete it from the levels window to avoid the notification that the “same level was added to the world outside of Level Instances” In the levels I have recently converted to use this new method, the geometry for the other (inactive) levels are always visible scattered about in my scene when running a packaged build… the geometry in the intended nearby sub-level hides and shows correctly as I exit and enter the blue trigger sphere. What can cause a sublevel to be visible when you are outside its loading sphere?
Depending on where I spawn, my orientation is not correct with respect to the local gravity… If I go to a location on the other side of the planet, I am not being reoriented relative to the new ground plane.