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Animated loading screen and UMG.

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    #31
    any progress info?

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      #32
      No progress has been made on this; it's not on anyone's plate to improve ATM.

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        #33
        Originally posted by KitatusStudios View Post
        Not until November this year! Namco still own the patent of playing mini-games during load times (Which I believe runs out in November), Doing this in your project pre-november could possibly get you in some legal hot water :P
        My god our patent system is beyond stupid. I will avoid anything these people do for creating such a stupid patent.
        Acclivity Game Studios. Making a BP FPS, Tutorial Series on Blog : On Unreal Wiki : Twitch

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          #34
          Level Streaming the loading animation while the level is loading and then removing it works great! And only takes a couple minutes to do!

          Do you need an example project / tutorial?
          KITATUS
          "Information shouldn't be behind a paywall, It should be free for all!"

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            #35
            Yes please!

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              #36
              I would love a Tutorial :3 right now I having headaches only with this

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                #37
                I'll get on it when I get a moment and I'll upload it to Kitatus.co.uk

                You could always check this out too: https://wiki.unrealengine.com/Animated_Loading_Screen

                It's like a tutorial AND an example project wrapped into one... With words!
                KITATUS
                "Information shouldn't be behind a paywall, It should be free for all!"

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                  #38
                  Hey guys, is there any progress on the feature?

                  I’ve tried using LoadPackageAsync function like this:
                  Code:
                  LoadPackageAsync(TEXT("/Game/SomeMap"), FLoadPackageAsyncDelegate::CreateLambda([](const FName& packageName, UPackage* package, EAsyncLoadingResult::Type result) {
                  
                  			UWorld* world = nullptr;
                  			for (TObjectIterator<AActor> obj; obj; ++obj)
                  				if (obj->IsActorInitialized()) { world = obj->GetWorld(); break; }
                  
                  			if (world->WorldType == EWorldType::PIE) // to prevent crush in PIE 
                  				package->GetOutermost()->PackageFlags |= PKG_PlayInEditor;
                  
                  			UGameplayStatics::OpenLevel(world, "SomeMap");
                  		}));
                  It seems to be async-loading the map, but when calling OpenLevel it won’t use the loaded package but load it again, only in blocking mode this time. Am I doing something wrong, or this feature is still not implemented?
                  Last edited by Elringus; 02-05-2016, 08:40 AM.

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                    #39
                    I’ve looked through the sources briefly and it seems that the default map loading logic checks if the requested map is already loaded in memory: https://github.com/EpicGames/UnrealE...gine.cpp#L9545

                    But somehow it’s not detecting previously loaded map package in my case… Could it be that its being immediately destroyed by the GC? Or maybe I have to set a specific name for the loaded package so it could be found by the FindPackage function?

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                      #40
                      I could not get the Gethub to work, tried everything, will not work with the BP "Open Level" node.

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                        #41
                        Are you saying all you have to do is create a material and put it into the HUD and it will act as a animated loading screen without having to use streaming levels?


                        "If not using LevelStreaming; This is where it gets a tiny bit harder; You'd actually have to put your animated material into a HUD class (This is the only way I've gotten it to work thus far) and do the same as above. For some reason, it's super-hard to get it to work with UMG .etc but with a HUD class? It gobbles it up all happy."

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                          #42
                          I have also seen people use animated GIF's in menus. Not "real animation" but it can work if your subject is simple. :-)

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                            #43
                            Still cannot get this working, arrrrg!!! I had just a regular static loading screen which was fine but console requires an animated loading screen if any of the levels go over 30 seconds. And when you set the slow hard drive section on sometimes maps will go over maybe by a few seconds which triggers having to have an animated loading screen. Which I didn't think was going to be that big of a deal but now the game's finished I'm in testing and now I was looking and they said to get an animated loading screen I'm going to have to convert the whole thing over to level streaming.

                            I think epic has done some incredibly amazing things with the unreal engine, and I think they have some of the smartest people on the planet working there. But it never ceases to amaze me on some of the simplest things that you would think is just a core piece for the game is totally left out. It would seem like in the project settings they would have an option just like they have an option for a movie that loads when you first start the game it seems like they would have an option where you can just choose a loading movie between levels. It seems like that would be a basic 101 option that any game engine would have. But I degress.

                            I have read and gone through everything that you have gone through and have spent over week researching this which I'm sure you have and others many many others have done the same thing. I'm not for sure what the best way is at this point I did try the plugin that Nick created and it did work in the editor but I could never get it to work when I packaged the product and most likely the causes I think the project has to be c++ and I was working in a blueprint project. So it looks like from what I can tell just like you wrote the only way to get an animated loading screen in blueprint is to use level streaming which says like such a pain and especially since the game has different game modes.

                            Maybe somebody smart out there will create a blueprints plug in and put it on the marketplace for us. Or maybe epic will finally wake up and put this much needed option in the engine for everyone. Please disregard any grammatical errors, I am using Google speech to text.
                            Last edited by JohnADaniels; 08-04-2019, 12:10 PM.

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                              #44
                              Failed the testing on the biggest console with load time a little over 30 seconds with hard drive on slow mode and needed a animated loading screen. Only options I could find is convert the whole project to streaming level which sounded like a nightmare at this point in the game.

                              I found and installed this plug-in and it works!!!! Thank you so much Nick, you are the man!!!!!

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