Thank you so much for everything but i think your suggestions are the reason i want them to make UMG /blueprints to load on a different thread.
I can already create a black background or a static image. I make it into a BP, spawn it from a scene component from my main character (he is centered to the screen) and then when the new level loads i respawn it and then i destroy it.
Matinee fade as i mention in my link above does not work for paper2d projects.
So you are essentially telling me that i cannot animate anything without using level streaming? I know that!! lol
Love you man! You are awesome and you helped me a ton to understand how the HUD works with your book!
It’s not irrational - but blueprints are not the entire engine and they shouldn’t be expected to meet all needs out of the box. Blueprints are first and foremost a way to empower more people on the team to contribute to the game in a way that previously was the exclusive domain of programmers. We’ve made them powerful enough to do a great deal of stuff, but not everything is safe or efficient to do in blueprints. They are for the most part associated with a world, only recently have we begun to expose out of world classes to blueprints (Game Instance). Over time we’re trying to expose more things to blueprints when it makes sense, but sometimes you’ve gota write some C++.
Loading is just one of those things - when it’s happening, the core game loop isn’t really running, so much more care must be taken with what code is run at that time. Especially when things like multiple threads are involved. We plan to have a simpler loading screen system, but it will definitely not be a solution that solves everyone’s needs for a loading screen out of the box. Maybe the system we make just allows a movie, or a texture, some stock progress bar, or spinning icon. But if you want people to be able to play pac-man or take controller input and spin a model around while they wait, or display some tips, you’re definitely going to need to write some C++, unless you use the level streaming system.
btw you can do animated loading screen in UE4/UE3 without a problem it’s even possible in mobile (example: Hellraid: The Escape) just use streaming which is really simple. On persistent place your loading screen with animated objects and UMG and then just stream in gameplay levels, when they are streamed open game or create Press Any Key To Continue.
My thoughts exactly!
This is what i said in my first post . QUOTE: You create something that works for 90% of people,post a tutorial and if someone wants to make something out of the norm,then he can do it by himself since he has the skill,budget and manpower to do it.
Not until November this year! Namco still own the patent of playing mini-games during load times (Which I believe runs out in November), Doing this in your project pre-november could possibly get you in some legal hot water
I’ve tried using LoadPackageAsync function like this:
LoadPackageAsync(TEXT("/Game/SomeMap"), FLoadPackageAsyncDelegate::CreateLambda(](const FName& packageName, UPackage* package, EAsyncLoadingResult::Type result) {
UWorld* world = nullptr;
for (TObjectIterator<AActor> obj; obj; ++obj)
if (obj->IsActorInitialized()) { world = obj->GetWorld(); break; }
if (world->WorldType == EWorldType::PIE) // to prevent crush in PIE
package->GetOutermost()->PackageFlags |= PKG_PlayInEditor;
UGameplayStatics::OpenLevel(world, "SomeMap");
}));
It seems to be async-loading the map, but when calling OpenLevel it won’t use the loaded package but load it again, only in blocking mode this time. Am I doing something wrong, or this feature is still not implemented?
I’ve looked through the sources briefly and it seems that the default map loading logic checks if the requested map is already loaded in memory: https://.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp#L9545
But somehow it’s not detecting previously loaded map package in my case… Could it be that its being immediately destroyed by the GC? Or maybe I have to set a specific name for the loaded package so it could be found by the FindPackage function?
Are you saying all you have to do is create a material and put it into the HUD and it will act as a animated loading screen without having to use streaming levels?
“If not using LevelStreaming; This is where it gets a tiny bit harder; You’d actually have to put your animated material into a HUD class (This is the only way I’ve gotten it to work thus far) and do the same as above. For some reason, it’s super-hard to get it to work with UMG .etc but with a HUD class? It gobbles it up all happy.”
Still cannot get this working, arrrrg!!! I had just a regular static loading screen which was fine but console requires an animated loading screen if any of the levels go over 30 seconds. And when you set the slow hard drive section on sometimes maps will go over maybe by a few seconds which triggers having to have an animated loading screen. Which I didn’t think was going to be that big of a deal but now the game’s finished I’m in testing and now I was looking and they said to get an animated loading screen I’m going to have to convert the whole thing over to level streaming.
I think epic has done some incredibly amazing things with the unreal engine, and I think they have some of the smartest people on the planet working there. But it never ceases to amaze me on some of the simplest things that you would think is just a core piece for the game is totally left out. It would seem like in the project settings they would have an option just like they have an option for a movie that loads when you first start the game it seems like they would have an option where you can just choose a loading movie between levels. It seems like that would be a basic 101 option that any game engine would have. But I degress.
I have read and gone through everything that you have gone through and have spent over week researching this which I’m sure you have and others many many others have done the same thing. I’m not for sure what the best way is at this point I did try the that Nick created and it did work in the editor but I could never get it to work when I packaged the product and most likely the causes I think the project has to be c++ and I was working in a blueprint project. So it looks like from what I can tell just like you wrote the only way to get an animated loading screen in blueprint is to use level streaming which says like such a pain and especially since the game has different game modes.
Maybe somebody smart out there will create a blueprints plug in and put it on the marketplace for us. Or maybe epic will finally wake up and put this much needed option in the engine for everyone. Please disregard any grammatical errors, I am using Google speech to text.