Hi, I’ve checked other topics here, but there were no responses.
After the level loads, the textures are not streamed in, grass is missing, some foliage too, and after few seconds, POP! everything appears. It looks very unprofessional a takes the player out of the atmosphere. How can I make it so the level loads after everything has been loaded?
Any solutions on this?
Thanks
I myself added a full second extra to my loading screen…
There’s other possibilities, but a flat amount based on the lowest spec machine you want to support is probably the beast approach…
Check out the Gamemode functions. There are some init methods which are triggered on level start.
At start you could deactivate the camera or load some blocking hud, wo that the player doesn’t see anything. As soon as all initial method ran znd could activate the camera again.
It is only a workaround but a possibility
Load mip maps? In short, this is what worked for me:
This fully loads all mips from the start, no delays needed. You can also set this on a per-component basis, so you can have it enabled on just the components that need it (i.e. the ones you see from the start).
You don’t want to use a delay because different computers load at different speeds, so there’s no promise the texture will be fully loaded before the delay is over.
The idea is you test on a low end platform with a low end hard drive in sata or even ide flavor.
Once you know the slowest possible timing you get is say 33.567 seconds, you bump that up another 5 sec, and use it as the delay value for the end of your loading screen.
Forcing a load setting - sure, it worked for you - but it would probably not work when doing things professionally and balancing performance to memory consumption.
Also if there was an easy option like that which had no other consequences, all the AAA games which have the textures pop mid cinematic would use this feature to prevent the behavior alltogether.
As I recall, it’s visible/constant in Outer Worlds 2, which also happened to run 4k 60fps on a 1080ti, so was very well optimized for an Unreal Engine end product…
Yeah, I am making a test build right now, we are using Async Loading Screen plugin, and there are some delay parameters that can be hopefully setup to hide off the popping.
We cannot disable the streaming, we are aiming for 1.5 gigs of VRAM usage, and we are on very thin line already now.
The gamemode way - sure, but yeah it depends on the speeds of the machine and disks on the client, so it’s not really favourable solution.