What would be the best approach to do a loading screen?
At the moment I have my level Blueprint that calls the “Open Level” function call, however it is a blocking method and immediately shows the level once it’s loaded. I’ve tried using the “Load Stream Level” however at the moment, the loading level is separate from the level loaded in question and is its own persistent level. I am not sure if the solution to this is to have your loading level be a streaming level and have a primary persistent level that the user is about to play, load that stream level within it, call the “Load Stream Level” for the primary level after the loading screen has loaded, and then transition to that.
Ideally, it would be great if the “Open Level” function call within your loading level could have the same Booleans like the “Load Stream Level” function call does for choosing whether or not to block the primary thread and also to show it after it finishes. If let’s say, you wanted to show a “Press A To Continue” message after the level has loaded, then to additionally get a “Level Reference” and to call “Show Level” whenever you want to progress while the loading screen level is unloaded from memory in the background would be perfect.
I see an “Options” string input for “Open Level” function call but there isn’t any documentation on the arguments that you can pass, so it’s possible something is within there that can do some of this.