The question says it all. I know if it’s a seamless travel situation there’s a callback in the game mode called PostSeamlessTravel() when all clients are done traveling, but I can find no such callback for regular server travel. Per client would be better, but when all clients are done would be great as well.
What about Post login in game mode ?
Thanks! Now I feel silly for not checking that one. I mistakenly thought it was only called when clients first joined.
It seems like GameMode::PostLogin is called before the level is done loading. I tried doing a line trace on PostLogin on a loop until I got a hit once the level loaded and it took a bit of time. Rather than writing a loop, anyone know when I can be sure the level got done loading on the server side?
That is a great question!
I claim you are correct.
My solution, more of a work around, was to run a game story cut scene as soon after each player is loaded. In addition, I do not allow the players to early exit the cut scene until the immediate terrain is loaded (the players can stand on something without falling thru the map/level). Also, I turn off gravity for all players for that amount of time. Finally, even after this time where the players can “safely” move about, the surrounding visible streaming levels are still loading.
If you discover, or learn about, any solution, or better work around, please post.