Hello @Unreal_Programme ,
I’ve been doing some research in the community and came across these posts that I found interesting. I think they could serve as a good starting point or give you some ideas for implementing the loading screen you’re trying to create.
[AsyncLoadingScreenMegaGrant]
IMPORTANT NOTE
Texture Group should be set to UI and Compression Settings to UserInterface2D
[image]
Don’t package the Movies folder into the .Pak file because MoviePlayer needs to look for the startup movies folder at “Contents/Movies” path. You must add the Content/Movies folder to Project Settings → Packaging → Additional Non-Asset Directories To Copy (DirectoriesToAlwaysStageAsNonUFS) so that movie files are copied as loose files in the packaged build i…
Ive been racking my brain trying to make a a proper loading screen system and came across This tutorial on the wiki
However I cannot figure out how to use my onw widget blueprint instead of “NewTestLoadingScreen”
I am very very new to C++ so im not sure where to even begin. I assume I need to create a C++ class to use as the parent for my Widget Blueprint, make a reference to it in the game instance file and then somehow call it.
Here is my code for my Game Instance C++ file
include “BP_Shiv…
Hope it helps!