How to find out is level loaded?

Hello. I’m trying to make smooth level transition with fade in and fade out. For now I can make screen dark with that blueprint:


Now, I want to make screen lighter when level is loaded. How can I find this event?

If you’re using ‘open level’, all the code that’s currently running will be chucked in the bin. That’s how ‘open level’ works.

The easiest place to put the fade in, is in the new level :slight_smile:

Yes, you can put it in a persistent area, like the game instance, but in blueprint, there is no way of knowing when a level has loaded.

If your levels are that heavy, it’s instant anyway.

I have this in my GameMod:


Can I just paste fade in before “Get spawn location” function? Or I need to use level blueprints?

Well, try it. I assume level BP would be good. Then you don’t have to guess when it’s ready.

The only way I found is to add this


in character BP. Another way by @ClockworkOcean is to put it in level BP, but if you have a lot of levels it will take a lot of time to add/maintain it.
And, it doesn’t work if you put it to GameMode BP - just can’t get a copy of widget (because it doesn’t exist, I suppose).

You can also put it in the GI, if you have something recognizable in each level, like a player start. When you can see the player start, it’s loaded :slight_smile:

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Well, I don’t have a player start :grin:. I’m using custom actor (from 1 to 7) to spawn character.

You don’t have to use it. I don’t either. You just need something in the level you can wait for… :slight_smile:

Well, I’ve got the working solution, so I’ll just wait to gain more experience)

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Old thread, but checking if the players pawn is possessed or not is also a valid way.
The order would be Level load → player pawn possesed → your save system loading save file

So you can
Open level in the first exec, (Level load)
Create loading screen in the new level in the second exec, (player pawn possessed)
Fade out in the last exec (save system loaded save file)

I do not know if any other methods has been updated by unreal.
Just thought it would be helpful for people follow at your own risk.