Async Loading Screen

Support for Unreal Engine 5.5 is now available on the Marketpl… I mean Fab

https://www.fab.com/listings/f8aabb9a-7c96-4f79-97ff-04bcc146e595

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Great plugin. There are 2 things that it needs though.

1- When using the center or classic layout, the throbber and the text on the same horizontal line cause the text to no longer be centered. The text needs to be offset by the size of the throbber in the direction of the throbber.

2 - The transform for the tip text and the throbber. Instead of having transform values, it should use set alignment and position. Then have an offset value if needed. This way we can move to any of the normal positions for a widget (Top, Bottom, Left, Right, Bottom Right, Top Right etc.)

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Hi, just to understand that currently there is no way to hide the mouse cursor during loading screen, right?

I tried everything, followed the tutorial, set show mouse cursor, untick Show mouse cursor in controller, set hardware cursor… Nothing works in hiding the mouse. So please let me know if it is currently impossible? thanks

UE 4.27

Unfortunately, I don’t think it is possible. This is related to the engine settings, not my plugin.

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Thanks for the suggestion. I will take note and improve it when I have time.

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Hey Truong, fantastic plugin although I’m hitting some strange issues when we try to use it in Lyra-based game. I’ve ripped out CommonLoadingScreen so that causing issues shouldn’t be a problem here:

  • FDefaultGameMoviePlayer::HasEarlyStartupMovie always returns false although looking at PLATFORM_SUPPORTS_EARLY_MOVIE_PLAYBACK on Windows should always be 1. I can force this to return true and it plays my startup loading screen (albeit with some flickering), however I think I’m missing something. Toggling on and off Allow in Early Startup makes no difference either.
  • If I don’t do that and leave the engine code as is, the startup loading screen is skipped entirely and is instead played where the default loading screen should occur (going into a match for example).

Any help would be greatly appreciated, thanks in advance! We are building from engine source that’s on 5.3.2 with the 5.3.0 branch of the plugin checked out.

Just answered your question on the Async Loading Screen’s Github

Hi, i have been using this plugin and i like it.

My only concern are the typical shaders in UE5, so far what i did is that i also have a logic in the level to use a fade from black plugin that tries to delay showing the scene and also holding temporarily the controls, so that hopefully once its faded back to normal xx seconds, then the shaders have been compiled in the level.

So are there functions in the plugin to check that if its finish loading the shaders then loading will be completed? thanks

Unfortunately, it is impossible to check that with my plugin. You have to do it in the game thread.

I am having the same issue (0.0.0 / short moment before possession). I tried working around it by using the “Wait for Manual Stop” tick and “StopLoadingScreen” node. Is this not the intend of being able to extend the loading screen beyond that?

Tbh it would make sense if the answer is no, as the result isn’t what I expected. It just stops the loading screen once the level loads and then recreates a blank black screen.

Love the plugin btw

Hi!

First of all, great plugin!

I’ve been working on integrating it on my game, and I came across a couple of issues:

  • Is there a way to disable the Startup Loading Screen, that is, of not showing a loading screen when the game first starts up?
  • My intention is to make use of the function Stop Loading Screen to make the loading screen disappear, so that I can take care of some additional loading steps after the level itself has been loaded, then manually remove the loading screen, so that the player doesn’t notice. For achieving this, I set Auto Complete when Loading Completes to false, Wait for Manual Stop to true and Allow Engine Tick to true for both the Startup Loading Screen and the Default Loading Screen. However, both on standalone and packaged builds, the loading screen lasts for as long as I don’t press any key, even if the Stop Loading Screen function hasn’t been called, which means that the loading screen can disappear a lot earlier, or a lot later, than intended. Perhaps you could tell me what’s going on?
  • As I said above, in order for the user to not see the loading steps I perform after opening a level, I wait a bit more before stopping the loading screen (10 seconds, more specifically). However, doesn’t matter for how long I wait, it seems like the loading steps are performed right after the loading screen is stopped, making the additional wait useless. This also includes textures, which don’t load until the loading screen is stopped as well. I’m not familiar with how the plugin is implemented so, is there a reason why this happens? Since the plugin works in a separated thread, I was expecting for all the other threads, including the game thread, to be able to keep running regularly in the background.

Thanks in advance for the help!

Edit: Added a question about Startup Loading Screen.

Hello, great plugin! Thank you in advance.
The plugin generally works fine, but sometimes there is a freezing issue. The game gets stuck on the startup screen and shows up as ‘Not Responding’ in the Task Manager. This problem occurs on Windows 11, DirectX 12, and Unreal Engine 5.3. I haven’t examined the logs in detail yet, but I will provide more information later. Do you have any ideas why this might be happening?

Hello, really nice and helpfull plugin, than you for it!!!

One question, i´m not able to find any mention about fade in/fade out loading screen picture. Is it possible to do somehow?

Thank you :slight_smile:

Hi, I can’t get it do activate on 5.5. I check it in Plugins, but when it restarts, it says it was made for 5.4 and asks if i want to rebuild it - which it fails to do. Tried adding it again to the 5.5 project by installing it to the engine, but that didn’t help. You got any advice?

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Hi, how do I deal with localization? thanks

You can use a String Table to accomplish localization with this plugin. At least that is how I was able to get it done.

Question. How are you offsetting the text? I’ve entered spaces and it ignores them. Is there a plan to fix this?

The plugin claims to work with Android but every time I try it, gives an error on my dev machine and on the testing Android device. The error I get when I try to install it and open it on my Android device is this:

"Plugin ‘AsyncLoadingScreen’ failed to load because module ‘AsyncLoadingScreen’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project.

Try to copy the plugin source code into your project’s Plugins folder and package it again.

Is there a way to force the loading screen to stay after the level finishes loading? I wanted to have some sort of manual removal option for loading sublevels and actors that are dependent on other systems, and then call to remove the loading screen.