Quick answer: Add the sublevel to the persistent level, set its streaming method, trigger loading with a volume or a load call, and confirm it is not blocked.
Sublevels not loading is a streaming-setup or trigger problem. Here is how to fix it.
How to fix it
1. Add the sublevel and set streaming
The sublevel must be part of the persistent level's streaming setup with a streaming method (blueprint, always loaded, or volume). A level not registered for streaming never loads.
2. Trigger the load
Streamed levels load via a Level Streaming Volume the player enters, or a Load Stream Level call. If nothing triggers the load, the level stays unloaded. Place the volume or call the load explicitly.
3. Confirm it is not blocked
Check the load actually completes — a blocking load that fails, or a level set to be initially unloaded with no trigger, leaves it absent. Confirm the streaming state shows the level loaded.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.