I made a custom UGameInstance with C++, so that I could tell when the map begins loading. I attached my two functions to these events. When the events fire, I display a loading screen for a few seconds. It works good with the packaged game, but while in the editor, an event on one client causes it to trigger on all clients, even if they are not “connected”.
Could you provide some more information regarding this setup?
Specifically, I’d like to know which event is causing the loading screen to trigger on all clients.
As far as there being a better way to add a loading screen before the world is displayed, I would also use the method that you are using, so you seem to be on the right track as far as that.
As far as detecting if the world has finished loaded, if you’re using a level streaming setup (which I would recommend), you should be able to check IsLoaded to see if loading has completed.
Here’s my c++ code and blueprint. It may look unnecessary to check if the widget is already loaded, but if I don’t, I get the message “PIE:Warning: Warning The widget ‘load_screen_widget_C’ was already added to the screen.” This is a symptom of the bug I’m referring to. The clients seem to be sharing the same viewport memory space.