The problem seems to be that FLevelSequenceBindingReference::Resolve () fails due to LoadPackageAsync() called in the FStreamableManager::StreamInternal() function.
The licensee reports that the problem is that the following call argument of FStreamableManager::StreamInternal () is incorrect.
LoadPackageAsync(PackagePath, NAME_None /* PackageNameToCreate */,
The InPIEInstanceID argument is set to Priority and the following implementation seems correct. With this change, the Level Sequence will be played.
1. Download a sample project.
2. Open the project. This project has Async Load in the Level Blueprint.
3. Play In Editor will play the Level Sequence.
This issue does not occur in Editor.
4. Run .uproject with the argument -game.
In this case, the level sequence will not be played.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-160256 in the post.