This is what I did. I made a Macro (which is like a function but can handle delays and multiple exec outputs) which periodically checks if the level is loaded. The functions you want is “Get Streaming Level” to get a level by name, then “Is Level Loaded” to check if it’s loaded.
This is definitely the way to go! Thanks … now I just have to figure out why this event is not firing for me.
EDIT: (never mind, I subscribed to the event after I started to load the level)
Unfortunately, this macro cannot handle checking multiple instances of sublevel (version with instance as parameter instead of name). That’s it, you cannot hook it up to foreach and expect sane results. It will return pretty randomly (presumably after finishing one of sublevel instances).
Hi, I’m trying to do the same thing using this solution with Bind Event to OnLevelLoaded but for some reason my registered event is never called but the level instance is loaded in correctly.
Yes I need an instance - so I can’t use the node you suggested - because I want to spawn additional instances later (at different positions in the world) and unload them individually.
Ah… I could never find a way of knowing if a level had loaded. I ended up using a delay loop, and watching for the player start ( which I put there specifically ). That seemed to work.
I wonder why it doesn’t work for us but the people earlier in this thread reported it works for them. Is it just because of a different engine version (I’m using 5.1.1)?
As far as I could tell, ‘get streaming level’ just returned the persistent level.
Also, I can tell you, that what the engine considers ‘loaded’, will probably not be what you consider a good deal Things will still be popping up all over the place.
The main problem with lvl loading (at least for Android and the first time: when the game loaded only hud is present and everything else is black ) is that models and textures are not rendered for some time after the level is loaded, so my suggestion to this topic:
Add node which would check if object infront of the camera rendered (there is a node for that) and release loading screen only after object appeared.