BaiRiMeng - Easy Loading Screen

xiefortress@gmail.com
or
894660960@qq.com

Perhaps I know the reason now. I will fix it in version 2.4.

Version 2.4 has been updated.

1 Like

This plugin is indeed very convenient to use. It only displays the “Loading Screen” when I need to show it, or sometimes I don’t need to show it.It only depends on whether I call the blueprint-function of this plugin.

1 Like

The plugin is working properly.Please update and verify it.
If you have any other questions, please leave a message to my email.

Hello, I will send you a build to your email with the source project for the Template. The same issue persists; now the build has failed again after the update, and in standalone mode it definitely fails; it does not load the level properly.

PIE - Area Shooter Template (Ok :white_check_mark: )

StandAlone - Arena Shooter Template (Fails)

Basically, install the plugin in the engine, create an Unreal template, activate the plugin, and the trigger just loads the next map, and that’s it. ( UE 5.6.1 )

I have verified it, and it only appears in the standalone editor mode and only 5.6 .
I also can’t understand.
It worksproperly in the editor viewport, PIE, and packaged builds, and does not affect actual use. This may be a bug in the engine.
Your Comments has already affected the sales of my plugin. :face_holding_back_tears:

1 Like

Hello, I have been testing other previous engine versions and builds constantly, and yes, the new version 2.4 works correctly, except for this strange error in 5.6, but it does not occur in the compiled versions (Development & Shipping) :check_box_with_check: .

Sorry for commenting so much, I just want to make sure it works correctly since it’s an important feature and the plugin is very useful. Maybe a small support discord would be a good idea.

1 Like

Is there any way to block the level before it starts? Sometimes the level loads too quickly, so I would like to add a fake delay.

For example:

startTime = getNowTime
OpenLevelWithLoading
timeAfterLoad
if (timeAfterLoad - startTime < 5s) {
fakeDelay
}
continue // load level

Right now, there is a Delay Open variable, but I cant use it for heavy levels, I need some delay on the fly.

1 Like

Your meaning is: If the total loading time exceeds 5 seconds, then directly jump to the target level after the loading is completed. If the total loading time is less than 5 seconds, then wait until 5 seconds have passed before jumping to the target level?

This plugin updates the Real-time progress value at a constant rate using interpolation. You can fully control the update rate. All you need to do is modify the code: Plugins\EasyLoadingScreen\Source\EasyLoadingScreen\Public\EasyLoadingScreenAsync.h, approximately on line 98.

float TickInterval = 1.0f / 20.0f;

Then recompile the plugin. This will limit the frequency of progress value updates to 20 times per second, meaning it will take at least 5 seconds to reach 100%.