Level streaming, hide loading screen

Hello guys,
okay i’m a little bit stuck here.
If i load the map per level streaming in a multiplayer game, when should i hide the loading screen for the connected player (not host) ?

I do it like this at the moment:

Persistant load level, on begin play: Show loading screen, load stream level (main level), on completed -> hide loadingscreen

This is working great for the host, but not for the connected clients. On completed is not getting called at all for the conntected clients.
It makes sense because load stream level is a server side thing, okay. But, when should i call the hide loading screen?

On pawn begin play / construct -> Nope, happening as soon as the load level is opened up. So the loading screen is already gone while loading the main level.
On controller begin play / construct -> Nope, same.

I’m kinda out of ideas.

Thanks!

edit:
I could try to use the begin play of the main level?

It should for the client aswell, in my game it does. Maybe post your code, then we can take a look :slight_smile:

Usually it was in the game instance, too. But tried with player controller the last time.

Anyway, the Print String in “completed” is not called on the connected client - so it doesn’t care right now where the hide loadscreen is, i guess.

Well your problem is on cast to GameMode. Clients cannot cast to GameMode because the gamemode only exists on the server. You can use the node “Is Server” and a branch. If it is the server, cast to gamemode, what you want to do, and for clients, ignore that part. You can also drag from “Cast failed” and skip any server functions, but I don’t really recommend doing it that way.