Is there any option to hide the mouse cursor during the loading? thanks
Support for Unreal Engine 5.5 is now available on the Marketplā¦ I mean Fab
https://www.fab.com/listings/f8aabb9a-7c96-4f79-97ff-04bcc146e595
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.)
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 cursorā¦ Nothing works in hiding the mouse. So please let me know if it is currently impossible? thanks
UE 4.27
Unfortunately, I donāt think it is possible. This is related to the engine settings, not my plugin.
Thanks for the suggestion. I will take note and improve it when I have time.
Hey Truong, fantastic plugin although Iām hitting some strange issues when we try to use it in Lyra-based game. Iāve ripped out CommonLoadingScreen so that causing issues shouldnāt be a problem here:
FDefaultGameMoviePlayer::HasEarlyStartupMovie
always returns false although looking atPLATFORM_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 Iām missing something. Toggling on and offAllow in Early Startup
makes no difference either.- If I donāt 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 thatās on 5.3.2 with the 5.3.0 branch of the plugin checked out.
Just answered your question on the Async Loading Screenās 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