Hi,
I saw all the tutorials like Get a Load of This: How to make a Loading Screen | Live Training | Unreal Engine - YouTube
And all the forums threads are like for 4.4 or 4.8 in the case of the Epic’s tutorial.
But it’s always the same thing, Level Streaming (and still we apparently don’t have a progress value) and faking non-seamless travels with delays .
I need to make the same loading screen as Days Gone Days Gone - opening load time from SIE logo to cutscene - YouTube
And when you see Brackey’s making a progress bar in 10 minutes… with Unity T-T
But the thing is, Unity’s using Async operations, I know there is FStreamableMaanager, but also Asynchronous Asset Loading | Unreal Engine Documentation
But none of them seems to integrate a progress value like Unity or maybe I missed something…
I also saw Axel Riffard’s Async Loading Screens and Transition Levels | Unreal Fest Europe 2019 | Unreal Engine - YouTube for setting a smooth loading screen.
The thing is to make a side module completely dedicated to loading
It’s already done in the Action RPG sample.
But the thing is it needs to be made with Slate(T-T) because it’s rendered on a different thread than the game thread. Still, it’s just to have a smooth loading screen. I don’t have access to the progress of my actual loading.
I also saw that UMG is now outered the game instance (since 4.5 even if I don’t really know what it means)
[THE FEATURE REQUEST IS HERE]
So basically, is it possible to have access to a progress value just like in Unity AsyncOperation class ? By returning something when we are calling LoadStreamLevel(…) (like the FStreamLevelAction with a progress value inside) or OpenLevel(…).
It could be also a FLatentActionInfo which coulb be ticked during the loading even if the best I think (I’m not an expert far from it) would be to make a FRunnable with a reference to the loading operation where we could access the progress value (concurency dangerous but possible)
Best regards everyone,
Alex