In a non-World-Partition map with streamed sublevels, PCG Editor Mode interactive tools (Draw Spline / SpacingTool, Area, Paint, Volume, ...) spawn their new tool actor in the PersistentLevel instead of the current level (World->GetCurrentLevel()). This only happens when no compatible actor is selected when the tool is activated. Standard editor actor placement uses the current level (EditorActorSubsystem.cpp, ULevel* DesiredLevel = World->GetCurrentLevel();).
Reported by a licensee (EPS / SF case 27094155).
The tool actor is created in the current level (e.g. SubLevel_01).
The tool actor (e.g. "PCG Area Tool Actor") is created in the PersistentLevel and stays there after Accept.
Not a regression. [Link Removed] touches the same function (WP external packaging) but does not change the level.
In PCGEdModeActorHelpers.cpp, add a GetSpawnLevel(World) helper returning World->GetCurrentLevel() (falling back to PersistentLevel), set SpawnParams.OverrideLevel from it in Spawn and SpawnWorking, and use it for the existing ULevel* Level in SpawnWorking so name, external packaging and level stay consistent. SpawnDefaultActor's fallback is left alone because it's shared with runtime/generation spawning. In WP maps the current level is the persistent level, so behaviour there is unchanged. Fix verified locally on 5.8.3.
Expected: actor is in the current sublevel. Actual: actor is in the PersistentLevel.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-404808 in the post.