Update 1.1 is now modifying my DefaultGame.ini file, enabling options such as CookAll, which is causing problems in my build. I’ve had to edit the source code to prevent this from happening. It also removes comments in my [Internationalization] section, which is quite annoying.
I’m very sorry. I will fix this problem as soon as possible.
Previously, there were reports from users that the map assets were not included in the game, resulting in the inability to open the levels
The new version 2.0 has been uploaded. The project setting “CookAll” is no longer being modified. Three new functions have been added: opening levels through object references
The loading return value of the current version is not satisfactory. May be 0%,26%,72%,100%in version 2.0
The next version will solve this problem. During the map loading process, it will return a real and uniform percentage value, such as 1%, 2%, 3%… 98%, 99%, 100%.
This version has been updated.
Changelog:
September 12, 2025
update code 4.27-5.6 to version 2.1
I have two problems. The plugin always deletes comments and quotation marks from my DefaultEngine.ini and DefaultGame.ini files. I think that adding the map to cook or activating bSerializeDependencies should be in the documentation and explain to people that they need to configure it, because when using ConfigFile.Write or ConfigFile. Set unreal does not take comments and quotation marks into account and deletes them. This may be fine in general, but it causes problems. For example, I have the Playstation SDK and in DefaultEngine.ini I need to have this:
[SonyController]
VibrationMode=“Advanced”
if I want to use Haptic vibration instead of standard vibration, and the plugin removes the quotation marks, which prevents it from working correctly. Other examples include my own comments, where I have different configurations to try out depending on the case or platform, and I keep changing them. But now everything has been deleted, and I have to remember what I had every time I want to change something. The solution was to comment out all the lines written in these files in EasyLoadingScreen.cpp. I think the changes made there are something simple that anyone could do in a minute by reading the documentation, instead of having the plugin make changes to the files directly.
My second problem is quite serious. Since Update 2.1, I haven’t been able to use the plugin. Basically, the problem is this: the game I’m working on is somewhat similar to Little Nightmares, meaning it goes through short rooms where you have to do something and move on. For performance and organizational reasons, my persistent level is empty and only contains trigger volumes and a few things that I need to be persistent. I designed a system so that, depending on the volume you are in, it loads X rooms around you to keep the hardware load as low as possible.
So my entire map is dynamic, with sometimes up to 20 LevelStreamings that are loaded and unloaded as you move.
Now the problem is that basically if I use the plugin, my persistent level loads poorly and ALL the objects and volumes I have there in that persistent level go to position 0.0.0 and the whole game breaks because when it overlaps with all the volumes at once, it tries to load everything, the character flies off because it collides with all the objects, since they have moved, In short, it’s a disaster. I’ve attached a screenshot so you can see for yourself.