Open Level node shows black screen with throbber in packaged game

In packaged game (I tested on Android) Open Level node shows black screen with default throbber in right bottom (in picture below). It is not an issue for me, but I’d like to customize this screen a little bit, just change throbber image to my own. Is there a way to change something in this screen?

When you use OpenLevel, usually a Widget is being opened to display this loading screen.
You can search up the widget and customize it. It works like any other widget.

When OpenLevel is done, from the execution pin, you could remove the widget. Or from a Begin Play (in the player for example), you could use the “Get All Widgets of Class” node to find any loading widgets and then remove them from parent.

I think it is miscommunication, I don’t place this widget, it is appearing automatically after calling Open Level node and automatically removed after loading is done.

If its there “out of the box”, it would mean that this is a pre-made project.
Can you share more information about your project?

I did a bit of research and found a place of problem. I have level with sublevel with a lot of objects and sublevel has options init loaded and init visible. In this case after load parent level I see screen load screen from my first message.

So, When I have moved all objects to one level, remove sublevel and black screen with loader don’t appear

I wish there is just an option to remove it completely when you place the open level node, not sure why Unreal thought everyone would want that and not have an easy way to change it. i’m not going to mess with my sub levels because they are setup correctly so how else can I remove the throbber?

The open level node is an engine source code file, I can’t open it and see which widget is being created so I can’t remove that throbber. Do you know which widget it is within the engine folder by any chance? thanks.

anybody?

So I didn’t really understand what the solution meant, after many hours now i realise what he meant lol, it was being caused by the fact i had ticked initially loaded in the levels detail panel for my “lighting” level, to fix this simply load through the level blueprint so it’s not a blocking load.

I have the same issues when loading data layers. All my UI vanishes and I get this weird throbber at the bottom of the screen. I’m trying to have a loading screen displayed but it just hides my UI and I see the sky while it loads… Anyone had that issue with data layers?

Found the code that is creating the throbber. It appears UWorld::BlockTillLevelStreamingCompleted() is called which then calls a delegate that pauses streaming.

void FStreamingPauseRenderingModule::BeginStreamingPause( FViewport* GameViewport )
{
// If a movie is already playing don’t bother starting one
if(GetMoviePlayer()->IsInitialized() && !GetMoviePlayer()->IsMovieCurrentlyPlaying() && IsMoviePlayerEnabled())
{
TRACE_CPUPROFILER_EVENT_SCOPE(FStreamingPauseRenderingModule::BeginStreamingPause);

	check(GameViewport);

	//Create the viewport widget and add a throbber.
	ViewportWidget = SNew(SViewport)
		.EnableGammaCorrection(false);

	ViewportWidget->SetContent
	(
		SNew(SVerticalBox)
		+SVerticalBox::Slot()
		.VAlign(VAlign_Bottom)
		.HAlign(HAlign_Right)
		.Padding(FMargin(10.0f))
		[
			SNew(SThrobber)
		]
	);
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So if a movie is not being played by the time it starts streaming in data layers or sub levels, it will attempt to compensate by creating a throbber slate widget.

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