I am creating a procedurally generating level, where I have a main Blueprint called “BP_LevelGenerator” that generates chunks - using a known chunk’s exits to get a new chunk’s spawn location, pretty simple logic. The chunks are basically just Blueprints that are made using Unreal Engine’s built-in Level Instance Blueprint (BPLI).
My issue is that I want to have the ability to know when all of the BPLIs on my level have been fully loaded. This would make it possible to hide any loading stutters behind a loading screen.
So far I’ve created an interface “Chunk Fully Generated”, which the “BP_LevelGenerator” would call on all generated chunks each X seconds. If all chunks have been generated - all returned false on the interface call - then I could safely remove the loading screen.
But this has not been successfull and I am basically stuck. The loading check should be happening in the chunk classes’ “Chunk Fully Generated” interface implementation.
Below is a parent blueprint that the rest of the BPLI chunks are children of. The Level Instance Component hosts a specific Level Instance (LI) that needs to be verified.
Any ideas on how this could be achieved? Any help is welcomed as I’ve spent the last 2 months trying to find a solution to this.
(EDIT: spelling)
