Async Loading Screen

Unfortunately, it will not work. Any logic related to the game will not executed until the loading screen finishes. You’re better off letting the loading screen close as soon as the level is loaded and using UMG widgets to cover your game logic.

Some of my players are having an issue where the loading screen isn’t removed, but my widgets with high ZOrder are already being shown (meaning the game logic already started). So they’re stuck with a loading screen + some of my HUD widgets.

I personally cannot reproduce this issue, but I just wanted to ask if someone else has reported this or if you have an idea why this could be happening?

In game dev, there are many edge cases, especially multiplayer games. This is because the game also depends on the player’s side, like hardware, network, platform, etc., which we don’t have control over. So if you cannot reproduce the issue on your side and it doesn’t impact the majority of players, you can ignore it or consider it a minor issue.

Hello. I have got same problem too (UE 5.5.3) with Error: Plugin ‘Async Loading Screen’ failed to load because module ‘AsyncLoadingScreen’ could not be found, after packaging project. Could you tell me which source files is in path “Source” at plugins folder, and which files need to be copied? And I don’t have folder Plugins in my project folder. Where I need to create it?

I understand the plugin may be outside the scope for multiplayer since the async loading screen doesn’t work if i use “Join Session”, but is their a way to manually load the loading screen before a multiplayer session?

Hello, thanks for the plugin!
I don’t know if the development is still going on, but, just in case, I think the fading feature would be really nice to have. Thank you.

How do I disable or hide the mouse cursor during the loading screen? For some reason it becomes visible only during the loading screen.

Hello

Thanks for your plugin. But I have one question (and I see I’m not alone). is there a way to not show the loading screen et the startup of the game?
All my introduction logic is in the first level which is opened at startup and I don’t want the loading screen appears at startup beofre my first level.
I see that the function set enable loading screen exist but I don’t find where to put it to avoid having the loading screen at startup.

Thanks in advance for your help

Hi, you call Set Enable Loading Screen node to false before you call OpenLevel. You need to set it to true after that to enable the loading screen

My game build generates chunks, which is recommended by Steam. However, in my testing chunking causes the background image to not load. Is there a fix for this?

Same for me in 5.4 :

Into my (Parent) PlayerController :

Did i missed something please ?

can I get any help on this?

Thank you a lot for this plugin!

And I came here to ask for help because I cannot skip the startup movie at all.

I checked the “Movies are skippable” option but no keyboard input, no mouse button press does anything. And because I thought it might be something with my mouse I asked one of my game testers with a completely different setup and he said he also wasn’t able to skip the startup movie.

Are there any dependancies/other options I need to tick first or how do I resolve the situation and spare some time for the players?

Thank you sir Truong Bui up front,
Chris

Hi, you should set the following options


Note that if your game has heavy data loading at startup, it may take a long time to be able to skip the movies, since it needs to wait for the loading to be done.

Hi, the BG image doesn’t load, maybe because of a wrong path after chunking. You should exclude the background folders used by the Async Loading Screen when packaging.

Thank you for the reply.

I just realized I should have mentioned before that I want my initial startup movie to play entirely unless players want to skip it.

However, for a test I applied the settings from your screenshot and now the 16,3 seconds long startup movie shows for a split second only and instantly skips.

Because I don’t want it to be like that I set “skip when done loading” to false and only left the -1 for the length in as I had set this to the length of the startup movie and now everything behaves as it should :slight_smile:

ONE more question though:
I see that “Loading text” can be localized but which directory would I need to include for the loc dashboard to be able to gather that text? I include only certain directories to avoid gathering all kinds of texts that don’t need any localization at all aka don’t have anything to do with my game.

Thank you!

// EDIT: I found out how to localize the loading screen text. So if anyone else is wondering and doesn’t know how to, I’d like to share:

First go into your project settings and into Async Loading screen on the left, then search for or scroll down to where it says “Loadingtext”.

Then click the flag icon and make sure you copy out what’s in “Namespace” and in “Key”

You also want to hover over the actual loading text to get the “Source”, like so:

With all those 3 things jotted down, go to anywhere in your project where your localization dashboard picks up localization texts to gather from and create a new “String Table”. I named mine “ST_AsyncLoadingScreenTxt” and put it into my UI folder, like so:

In the next step open up that string table and paste all the values jotted down before into the following fields and click “Add”, like so:

From here on just save that string table, and go into your project settings → Async Loading screen again → search for that Loading Text entry as before, click the flag again.

Click on the dropdown of “String Table”, choose your string table there like so:

Close project settings, go into your localization dashboard, hit “Gather Texts” as usual and find your new entry for the Loading Screen Text there. Don’t forget to Compile Texts after localizing and you’re good to go :slight_smile:

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Bit of a niche issue here but figure I should ask anyway: I’m using this plugin for my loading screens. I’ve stripped back most of the visuals and just left a looping sprite animation in the middle of the screen.

There are some parts where I want to disable the loading screen however, and remain on just the black screen. When I use the disable loading screen node though, a throbber appears in the bottom right of the screen while loading instead.

I want the screen to be completely black when the loading screen is disabled. Is there a way I can remove this throbber? Or a way that I can change what the loading screen looks like at runtime to just make it black and avoid disabling it completely?

Hi, please try to set “Show Widget Overlay” option to false

Thank you for the response. Just tried this, but all that option seems to do is make the loading icon disappear, the loading throbber is still in the corner.

Is there any way I can change the loading icon at runtime so it’s just black instead of completely disabling it?

HI, you can’t do it at runtime with Blueprint but only C++. Try to change Transform Scale to zero, or Tint Alpha to zero