Open Level function with sublevels

Hi,

Here is my level structure:

  • Lvl_PrepareRoom
  • Lvl_CesiumMain (persistent level)
    • Lvl_CesiumSublevel1
    • Lvl_CesiumSublevel2
    • etc…

My workflow is:

  1. Game starts in Lvl_PrepareRoom
  2. Player walks into a BP_Wormhole in Lvl_PrepareRoom, then use Open Level (by name/object reference) to switch to Cesium Levels (starting from Lvl_CesiumSublevel1)

I created the sublevels according to the tutorial, they worked fine when I was staying in the persistent level. When I open the sublevel using UE Open Level (by name/object reference), the World Terrain is not showing.

So I guess maybe I should open the persistent level, Lvl_CesiumMain. When I open the Lvl_CesiumMain, the World Terrain shows, but all the sublevel seems stack on each other.

(In each sublevel there is just one “purple circular thing” in the screenshot - the BP_Wormhole, I
use it to trigger FlyTo or Open Level function)

The BeginPlay of Lvl_CesiumMain will FlyTo my Player Pawn inside Lvl_CesiumSublevel1. I also wrote a test code in EventTick to display the current and target levels, both current and target show that I am in Lvl_CesiumSublevel1.

I’m using UE 5.4.4 and Cesium for UE 2.13.3.

Thanks for any help!

Hi @foldblade, welcome to the community!

We do recommend editing sublevels in the persistent level for a better experience. However, only one sublevel should be open at once – so that sounds like a bug!

Can you describe how you created these sublevels? We can more easily troubleshoot this issue with step-by-step instructions for reproducing this behavior. Thank you!


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