Loading order

Hey everyone, I’m having a lot of trouble with references and after breaking everything down, I found that some references are not valid for the first or second frames.
I just want to know what’s loaded first and what’s loaded last from this list:
-GameInstance
-LevelBlueprint
-Actors spawned on the level (in relation with other components and among themselves)
-Widgets
You’re welcome to add the stuff I missed and Thanks!

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It’s different in PIE and standalone.

And:

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Useful stuff, I’ll look into it. Thank you :slight_smile:
Seems like I should start saying “Hey Everynone” instead of “Hey Everyone” lol.

Duly noted, signing off for the day. :wink: Distraction everywhere.

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Not to high jack the post, and those links are enlightening, but what about the loading at a actor level? Like if you have just a map with a much of actors in it, how do you know the order those are loaded? Would love a link even if it’s to engine code… just looking for something definitive…

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What’s after Widgets?

I’ve read elsewhere load order is loosely driven by serialization order. Meaning actors added to the scene will, generally speaking, load in the order they were added. But modifying them triggers re-serialization, so it’s perpetually being shuffled during your design phase.

Whether or not that’s true is irrelevant though. Because Unreal is likely doing a lot of performance-related voodoo under the hood to load your scene as fast as it can. Which probably means things like utilizing multiple CPU cores to load assets in parallel and/or asynchronous batch loading.

At the end of the day, the engine-level specifics of loading is immaterial. Actor load order is non-deterministic. That’s all you need to know. If you have actors that rely on other actors for initialization, then there’s probably something wrong with your design.

So how do you keep your NPCs from falling through the world if the landscape loads after they do?