Async Loading Screen

Unfortunately, you can’t delay it. The loading will automatically shut down after the new map loading process is done.

Unless you set a very long “Minimum Loading Screen Display Time” value, which I do not recommend. Because the Event Begin Play in Blueprint only fires when the loading screen shuts down, no matter how long you set it.

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Got it, thank you for replay. But if I move some part of my code to C++ would it help?

I don’t think so. The game thread freezes during level loading. So even if you move your game logic to C++, you still have to wait for the loading screen to shut down. There is a workaround: You create a UMG widget to cover your game logic at startup after the loading screen is done.

However, if you need to handle heavy logic (like loading many assets) at startup of the game, I recommend you move them to C++ instead of Blueprint.

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From Documentation on GitHub:

“Set proper background and tip for each level: Async Loading Screen supports display specific background/tip/movie for each level as you want. In this tutorial we’ll show proper background and tip for Level_1 and Level_2:”

I see how this works for just 2 levels but I’m having difficulty trying to set up the logic for multiple levels (Specifically 8 levels). Could you post an image how this would be set up?

Hey Great job so far but can you please either elaborate here or through documentation on how to get controller support to work please. I can skip the movie through clicking but id like an option for controller. Thanks!

It depends on your game logic. You have to set it before each open level node.

I think you have to change it in Project Settings (Input or Mouse settings, I am not sure). It doesn’t relate to the ALS plugin.

I think there is a special step when it comes to adding videos and preparing them for shipping.

It needs to be /Content/Movies/ and please explore more about this topic online since i forgot the actual steps so that it is included in the shipped project.

Cheers!

What about support for seamless travel? I need to have loading screen from lobby to the game

Controller works everywhere else in my project as I have a fully fledged project with controller support for menus and gameplay including playstation controller support. The only place it does not work is in the Loading screen.

Hey there, thank you for making this. I am finding that in server travel, the clients don’t seem to see a loading screen. Is there anything that I can do about this? Or is it not possible for the existing system.
I’ve ctrl+f’d this thread and all the documentation and couldn’t find mention of it.
Thank you for your time.

I’m also trying to get this to work with Server Travel. In fact I can’t seem to find any reliable method of creating a loading screen that persists through Seamless Travel yet..

@IsThisAMug @Neuromindart This plugin only works with hard level loading using the Open Level node, where you cannot use UMG.

For Server Travel, you can use UMG loading screen widgets instead.

I have the Async Loading Screen configured for just the default loading screen, no Startup screen. However, I get my selected default loading screen for both Startup and default loading, but they are DRAMATICALLY different. My throbber becomes very large in loading for the level, however is sized normally for startup. Does anyone know what may be causing this or how to fix it? Is it BP-based or an issue within project settings?

You should have at least a startup movie. Otherwise, ALS will show the Overlay Widget (in the Startup Loading Screen section) at startup instead.