Async Loading Screen

I was curious if this can work with Server Travel? I tried it by default and it seems the loading screen on Server Travel doesn’t work. Was curious if I may have missed something for that.

I guess to respond to my own question, one can put CommonLoadingScreen plug-in from Lyra into the project for the SeamlessTravel needs. Although, I like the layout of this quite a lot. Be super cool to apply the functionality from the CommonLoadingScreen SeamlessTravel bits into this plugin D:

No, this plugin only works with OpenLevel. You can combine this with CommonLoadingScreen or using your own UMG loading screen for SeamlessTravel

Just wondering when we can expect 5.6 compatibility

Support for UE 5.6 is now available on Fab and Github. You can update the plugin now.

Hi!

Just got stuck on a fresh UE 5.6 install. It happens exactly in the moment I try to add Async Loading Screen to the engine via Epic Games Launcher. I’m not sure what happens, but the plugin pops up in the log aswell. Not sure if it is related to the plugin or if it’s a launcher issue:

Nah man, it is just FAB becomes a hot sh*t garbage.

Never mind, I think it’s related to the launcher itself, not the plugin, because I have no issues downloading the plugin.

Yes it was an Epic Games Launcher issue. Has been resolved with today’s update. Just bad timing i guess xD

Hi there! I’m currently using Seamless Server travel within my game; I’ve noticed that Console Command ServerTravel MapName does not trigger the loading screen, however the OpenLevel function does.

Do you know of a way I can get this working for Seamless Server travel?

Unfortunately no. You can use the UMG Widget with Seamless Travels.

Thanks for letting me know @TruongBui. I’ve struggled to find any info on getting UMG to persist through level streaming; if you happen to know of any info, please let me know! :slight_smile:

Does this allow for a shader precompile screen? I can’t find any info on this.

I’ve got the same question maybe @TruongBui can help us?
I’ve got everything setup the PSO in my game but with the async loading not sure it will be compatible, if the PSO shader compile is available in this plugin will be the best option so far in whole Fab

I don’t think it works with PSO because it is generated at runtime. However, didn’t all the shaders get compiled during the packaging stage? So, the end-user may not see any shaders compiling when they play the packaged game.

You may take a look at this discussion Compile shaders on game launch?

Hi. sorry if this has been asked but how did u get the loading widget to rotate like the assasins creed logo at 1:20 in [FREE] Unreal Engine Async Loading Screen Plugin

Is it using image sequences ?

I have just enabled the Async Loading Screen into my project, and it looks really nice. But I have hit one problem, none of my packed level actors are showing up any more when I try to run a stand alone game. Static meshes, metahumans, landscape etc are all fine, and I can see the packed level actors in the editor - but not at runtime. I am running Unreal Engine 5.5. Any help would be great!

Use Image Sequence for Loading Icon. Please follow the Async Loading Screen tutorial, as I have shown how to do it.

Sorry, it’s not related to my plugin. However, you may want to check if these assets are included when packaging.

UE5.6 for some reason the Start-up video loads in Standalone through editor, but it’s not loading when packaged. Gone through the settings identical to what i had set-up in 5.5 but the initial Intro Videos won’t play in packaged

Same startup movie issue here. Thought I tweaked some stuff up but nope just a bug I guess…