Our entire game world is stitched together using world composition, which works great, but fast travel is presenting a bit of a problem: when you instantly move from one location to another, there’s a split second where nothing is streamed in around you. It’s easy to visually hide it with a loading screen or quick fade out/in, but until the floor loads there is nothing preventing the player from falling through it and ending up out of bounds. The only way I’ve thought of to prevent this would be to spawn a collision volume at the destination, spawn the player on top of it, then delete the volume after a 0.1 second (or whatever) delay. However, that’s an incredibly clunky way to solve a minor problem.
Is there a cleaner solution I’m unaware of, or is the volume thing really the simplest option out there?