Game stutters when a map is launched by using OpenLevel; is there a way to know when all assets have actually been loaded?

Hallo folks,

and again, thanks everybody for the answers. They convinced me to keep analyzing my issue, since, from what you wrote, it was just non-sense for OpenLevel to be the cause of my stutter: by the book, OpenLevel should indeed LOAD EVERYTHING before putting the player in the world. And indeed, that’s the case; on the opposite, I’m finding that using LoadStreamLevel, as @Hexavx was mentioning, it’s always causing stutters (wondering how much data can you actually stream in real time without stuttering… I even tried just showing a looping animation while I “stream” the level, and that too, it just stutters… heavily!).

So the stuttering wasn’t caused by Open Level. The stuttering was caused by this particle effect:

Having one of these in the level, no big deal, but once I started having more than a couple, et voila’ stutter stutter. The longer the more instances of the effect I had in my level. After fiddling with Niagara, I found this solution: enabling Warm Up, by setting to 5 seconds the “Warmup Time” in the Niagara System Properties:
image

So something completely unrelated to the loading. However, silver lining: this development hiccup brought me to study the loading system quite in depth, and I’ve discovered so much about stuff I was doing wrong. After “cleaning” my system, I reduced my initial loading times from more than one minute (1’13" to be exact) to 17 seconds overall. Win! :slight_smile:

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