Thanks @Dynamiquel and thanks @MostHost_LA,
I’m trying to minimize changes to the architecture of my loading system. Anything that doesn’t reset PlayerState etc. (especially async loading – which is really a last resort as I’m using AsyncLoadingScreen from Truong.Bui and that would imply rewriting everything) is really a last resort, as it would imply resetting a ton of things (position of AIs, inventory, etc) “manually”.
This said, I’ve tried ClientTravel and the hitch is still there (but it might make me gain a couple of seconds on the overall loading time).
After more research, looks like I might do better with how my assets are loaded: working with the AssetManager, defining proper Primary Data Assets, and using soft references where appropriate.
If a pass on that front won’t work, well then yes, I’ll have to refactor to a different (async) architecture.
Thanks again nonetheless!
f