We’ve been implementing Data Layers to stream our world and are having great success in optimization. Our levels are rich with content and have extreme Z depth and traversal.
However when we run our player character through the world, each time a new Data Layer loads, input is abruptly halted. (Still holding down the run/walk key, the player character stops)
Is there something still bound in the engine that is making this happen at runtime?
Is there something Epic engineers can do to fix this?
Is there something we can do to remedy this.
Found the problem. UE expects you will be playing a video when streaming something in…
in void FStreamingPauseRenderingModule::BeginStreamingPause( FViewport* GameViewport )
is hard coded to
// We started playing a movie
bMovieWasStarted = true;
Solution is to:
GEngine->RegisterBeginStreamingPauseRenderingDelegate(nullptr);
Hi Krucifear, we’ve been struggling with Data Layers and have not been able to find a way to know when a Data Layer is loaded/activated. It seems that these functions don’t exist. We’re using Unreal 5.3 with Blueprints. Perhaps the functions are there in C++ but are not exposed in BPs?
Three challenges we’re trying to figure out:
(1) How to prevent rendering/freezing during Layer activation.
(2) How to control the rate of load/activation over time (this would solve #1).
(3) How to detect when a layer has finished loading/unloading/activating.