# Blueprint Loading Screen for iOS

**URL:** <https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526>\
**Category:** World Creation\
**Tags:** unreal-engine, iOS, loading-screen, question\
**Created:** [October 5, 2016, 3:54pm UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526 "2016-10-05T15:54:55Z")\
**Posts on this page:** 5\
**Page:** 1

<div class="post-metadata">

**Author:** ![anonymous\_user\_4071fa6e1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4071fa6e1](https://forums.unrealengine.com/u/anonymous_user_4071fa6e1)\
**Post date:** [October 5, 2016, 3:54pm UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526/1 "2016-10-05T15:54:55Z")

</div>

Does anyone have a ‘working’ solution for adding a loading screen to the TappyChicken iOS project?

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

After packaging a shipping-ipa to my iPhone4 the UE logo splash screen lasts 10 seconds,  
but when it disappears the screen is black for a further 20 seconds until the TappyChicken game is displayed.  
It is the ideal place to put a loading graphic for user feedback otherwise it looks as if the app has died.

I have attepted the usual suggestions of making the TappyChicken map a sub-level of the main persistent map  
and using a Level Stream to open it, but it doesn’t work. There is still a 20 second delay before the game starts.

I can see the Unreal Match 3 demo uses some kind of loading graphic but it isn’t clear how it was done and whether it used C++ to achieve it, which is what I’m trying to avoid. I refer to the TappyChicken project because it is a simpler project that is easier to test.

It is obvious that UE can load levels/maps on iOS via menu selection, so not sure why there would be an issue  
loading a map at startup.

Any working ideas would be appreciated.  
Thanks.

---

<div class="post-metadata">

**Author:** ![mkamradt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mkamradt](https://forums.unrealengine.com/u/mkamradt)\
**Post date:** [October 6, 2016, 7:27am UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526/2 "2016-10-06T07:27:30Z")

</div>

Check out this solution in the Unreal Engine Wiki:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Marc

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_4071fa6e1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4071fa6e1](https://forums.unrealengine.com/u/anonymous_user_4071fa6e1)\
**Post date:** [October 6, 2016, 7:42am UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526/3 "2016-10-06T07:42:11Z")

</div>

Hi Marc,  
That solution requires some C++ which I’m trying to avoid.  
There are ‘Blueprint only’ solutions out there, I just can’t find one yet.

---

<div class="post-metadata">

**Author:** ![mkamradt](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@mkamradt](https://forums.unrealengine.com/u/mkamradt)\
**Post date:** [October 6, 2016, 7:53am UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526/4 "2016-10-06T07:53:54Z")

</div>

🙂 How do you know there are solutions if you found none, yet?

If you really read the wiki article, then you will find a link to a plugin where someone tool the C++ code and wrapped it up, so it can be used from within Blueprints.

Marc

---

<div class="post-metadata">

**Author:** ![anonymous\_user\_4071fa6e1](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_4071fa6e1](https://forums.unrealengine.com/u/anonymous_user_4071fa6e1)\
**Post date:** [October 6, 2016, 8:22am UTC](https://forums.unrealengine.com/t/blueprint-loading-screen-for-ios/372526/5 "2016-10-06T08:22:50Z")

</div>

**\>:-) How do you know there are solutions if you found none, yet?**

Because someone told me they have done it without the need for any C++ or plugins. I just don’t have the specific info on how (yet).
