Loading screen made with movie player requires input to complete / hide widget

There seems to be an issue when you implement a loading screen with the movie player:


// Instance class Init method:
FCoreUObjectDelegates::PreLoadMap.AddUObject(this, &OnPreLoadMap);

// Instance class OnPreLoadMap:
FLoadingScreenAttributes attribs;
attribs.WidgetLoadingScreen = widget_shared;
attribs.MinimumLoadingScreenDisplayTime = 3.f;
attribs.PlaybackType = MT_Normal;
attribs.bAutoCompleteWhenLoadingCompletes = false;

GetMoviePlayer()->SetupLoadingScreen(attribs);


Launching the game in editor or standalone will show the widget and hide it after the specified delay. No problems there.
But whenever a new level is loaded it will show the widget and freeze on the widget, until any input is registered (mouse moved, key presses, focus, etc.)

I’ve tried using this plugin GitHub - ue4plugins/LoadingScreen: A plugin for Unreal Engine 4 to expose simple controls for managing load screens., but it suffers from the same issue.
Also tried implementing similar to this tutorial A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums, but it too produces the bug.
Tried calling some public methods, such as GetMoviePlayer()->PassLoadingScreenWindowBackToGame(), but they don’t help.

[HR][/HR]
I use these settings (though I’ve tried variations, to no avail):


bMoviesAreSkippable=False
bWaitForManualStop=False
MinimumLoadingScreenDisplayTime=4.000000
bAllowInEarlyStartup=False
bLoadingScreenAllowEngineTick=False

Any suggestion is much appreciated!

Hey! Ever found a solution for that one? I am having the same problem.