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.
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.
“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!
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.
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..
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?
I’ve been using this for a while, and I was wondering if there’s any way to limit the FPS during startup movies, as it seems like it goes totally uncapped, even if there’s an FPS cap set through t.MaxFPS. Thanks in advance!
Hello, im playing a video with sound as an intro sequence, and i notice a delay between sound and video, like ~1 second. (The video is playing too late)
However, when i play the video on any video player on windows there is no delay at all.
ALS plugin version 1.6.1 is available on FAB. Please upgrade your project to the latest version. Note that:
Don’t package the Movies folder into the .Pak file because MoviePlayer needs to look for the startup movies folder at “Contents/Movies” path. You must add theContent/Movies folder to Project Settings → Packaging → Additional Non-Asset Directories To Copy (DirectoriesToAlwaysStageAsNonUFS) so that movie files are copied as loose files in the packaged build instead of being packed into .pak files.
Background images and Loading icons may not appear in packaged games or Quick Launch unless their asset folder is added to AdditionalAssetDirectoriesToCook. This is because the plugin loads at the PreLoadingScreen phase — before the asset streaming system is ready — so textures must be explicitly cooked. In Project Settings → Packaging → Additional Asset Directories to Cook, add the folder(s) containing your loading screen background images (e.g., /Game/LoadingScreen/Backgrounds). This applies to Image Sequence images as well.