Yes, most of the effort to make BrickGame work with new engine versions is in integrating my engine changes with Epic’s. BrickGame will compile and mostly work with an unmodified engine, but it will work a little better with the modified engine (https://github/AndrewScheidecker/UnrealEngine):
- Epic disabled the material AO output at some point to make room in the GBuffer, and I had to reenable it.
- There’s also a change to allow BrickGrids to cull backfaces for entire chunks, which was a pretty big savings in GPU time.
I think you could add a progress bar with some minor changes to the BrickGrid code. Check out UBrickGridComponent::Update. When the level is loaded, it’s called with a very high MaxDesiredUpdateTime, and then it’s called every frame after that with a low update time (from BluePrint). If the function returned an estimate of how much work was remaining, then you could start the game in a state where it shows a progress bar, calls Update every frame with a limit of ~30ms, and uses the estimate of remaining work to update a progress bar.