Loading Screens

I was not able to find anything similar to what I am asking here so I figured to make a new post about it.

I have made loading screens before where you would click on new level or something get a loading screen and then it freeze that and load the level. Is there a way to get it to load the level WHILE you are running the loading screen and give you an option to press a button to continue once the load is finished. You see this option in many of todays games so I was wondering how it would be done in Unreal.

Carl

i think its because of the engine other games use. not sure but i think it cant be done in UE. maybe you can get something to work with blueprints and UIs but i wouldnt know how

Here you go, this channel will tell you almost everything you need to know about UE4. I’ve learned loads from Virtus Education. I went through them once then applied what I learned while watching it again, pausing and stopping it as I went. I made my health bar with numbers then applied the same technique for my magic bar, since it’s going to be a wizard main character. I’m now working my way through other elements that I want. I’m adding all the basic elements that I want then I’ll make the actual content. That way I can create and explore with the HUD and everything else that I want to use.

By default when loading levels, the game loop stops, which means UI and animations basically freeze. Epic appears to be interested in implementing a proper loading system that allows for an animated screen, but there is no progress. Right now, all you can do is use level streaming. You disable all input, and show a full screen image or animated UI while unloading the current streamed level and loading the next. This happens in the Persistent Level. You check whether the old level has been unloaded and the new one is loaded, then show the prompt and enable input.

Edit: Turns out I was partly wrong. Though level streaming is still a viable option, there is in fact a way to do it without. Here you will find an explanation of how. It requires C++, but there is also a link at the bottom to a Github repository for a plugin. You do need Visual Studio to compile it though. I haven’t personally tested it, but I will eventually.