BaiRiMeng - Easy Loading Screen

Thank you for providing such a detailed report. The plugin version 2.7 has been submitted for review, and this issue has been resolved. :+1:

I have followed your steps to play in editor and use the plugin functions. After finishing the game run, double-clicking to open the level assets now displays them correctly.
The new version has been updated.

Yes! I can confirm it’s fixed. It’s now working properly, no more missing meshes or error logs :wink: Thank you for the awesome support and quick fix, I will rate 5 stars.

One small suggestion: right now the level used to load the loading widget is inside the engine/plugin folder. I made a duplicate of the loading widget that is loaded in the level BP. So if the plugin gets updated, I can just reassign the widget. It’s my understanding that the level can’t be changed and should be the one from the plugin folder to allow the C++ part to do its thing? To avoid breaking references on plugin updates, is there on my end or your end a better way to set this up and prevent the references from breaking?

I feel like this could be the extra thing to push the plugin to the next level.

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My suggestion is to install the plugin into the project’s plugin directory to ensure that each project can use a different UMG. When the plugin is updated, manually copy the plugin to the project’s plugin path, keeping the plugin content directory.

Yes that’s exactly what im doing, since i save my plugin’s on my repo as well ; )

With the new Unreal 5.7 packaging system, I’m not sure how to include a map that is outside the project itself. So again, even if there might be a workaround, it would be better if code was set in a way that allows for the map to be included in the main hierarchy. But maybe you know a solution to this problem?

I don’t fully understand your problem. Please describe your steps in detail. I tested version 5.7. My level can be packaged in the project content directory or plugin content directory. I’m not sure what path you mean by “outside the project itself”.

I will ask an other question instead, maybe that will solve my issue : )

How does your code work when it call for “LoadingScreenMap” Can i just copy the map inside my main “Content” folder? How will the plugin know he should use that map instead of the one in the Plugin folder?

With the new 5.7 packaging, i dont know how to include a map that is outside the main “Content” folder of the project. Even if i set LoadingScreenMap in Project Setting /listed map to include, it dont seems to work.

So i suspect the packaging ignore the listed map and just look a the “selected map” from the new packaging option.

Also i dont want to flood the forum with side question, if you prefer we can discuss this by PM.

When you call the “OpenLevelWithUMG” function, the plugin will open a map named ‘LoadingScreenMap’ regardless of its directory. The UMG is created by its level blueprint; you need to copy the level blueprint from “LoadingScreenMap” to your new "LoadingScreenMap”.

Indeed, working like this, thank’s ; )

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Hi,

I am using unreal 5.4.

The map loading is not working in “standalone” mode. the loading screen is always 0%.

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I discovered that this is a bug in the AssetRegistry of the engine. Strangely, it only occurs in the Standalone mode of UE5.4. I have added a patch to my code for this issue. I have submitted the plugin and it will be updated in Fab soon. Please be patient and wait for the update.

The plugin has been updated.