Perhaps I know the reason now. I will fix it in version 2.4.
Version 2.4 has been updated.
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.
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
)
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. ![]()
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)
.
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.
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.
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%.
You can rest assured that this will not affect the loading speed of the background resources.
This is merely the interpolation rate for updating to the target progress value.
Issue: Open Level with UMG causing mesh displacement and visibility problems
Hello, I have a similar problem to DonDesocupado’s issue. When using the “Open Level with UMG” node instead of the normal “Open Level” node, I consistently get an error when opening the level in the engine. All meshes are moved to position 0,0 and become invisible. The editor complains about brushes missing from the post-process, etc.
Steps to reproduce:
-
Opening the level (main menu or playable level) in the editor without using PIE (Play in Editor) and thus not running the Easy Loading Screen lets me load those levels without issue.
-
Using the default “Open Level” node from Unreal results in the same behavior - no issues.
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When using the UMG node:
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I start PIE from an empty map menu
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I load the level from my main menu
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Everything works properly with the loading screen
-
The level loads properly
-
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However, when I close PIE and open the playable map in the editor preview, the issue occurs:
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No meshes visible
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Console error: “Warning: Component inside had missing brush, but actor had it.”
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Unreal 5.6, latest plugin version
I will add the patch within two days to fix this issue.
Please be patient while the plugin is updated to version 2.5. ![]()
The new version 2.5 has been updated.
Thank you for the fast response! I also appreciate the effort to fix it fast. Unfortunately, the same bug is still there for me. Do you know what could cause that issue? Do you have the same behavior on your end?
I’m very sorry. I thought it was the same problem as before. But it’s actually this one. I will fix it as soon as possible. And it only occurs in the PIE mode of the 5.6 and 5.7 editors.
The new version has been updated and fixed.
No problem, thank’s a lot for the fast and responsive support! : )
Hello, I tested the latest update and my issue is still present. Was the last update supposed to fix this? In your opinion, is there something else that could interfere with your plugin? I only use some simple editor plugins like Dark Nodes, etc., (no cutom build editor) (5.6) and the issue persists even without them.
To clarify my issue again: When I open a level in PIE (Play in Editor) and load another level using your UMG node and loading screen plugin, it works fine in-game. However, once I exit the PIE simulation and try to edit the map I was loading by double click in the content browser to load (i start the PIE from the menu map who is empty), the floor is missing. The meshes appear to be scaled to (0,0), but not all meshes are affected—for instance, the pickup assets are not scaled (they seem to be the only ones unaffected).
I hope we can find what is the issue : )
Let me know if you need more informations.
I understand what you mean now; the issue you mentioned does exist.I really misunderstood what you meant.
