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Loading Screen System (Level Transitions w/ Progress)

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  • replied
    Hey, sorry for answering late, I´m going to post some photos showing the baked lighting when loading the level without the plugin and one with the plugin. Hope you can help me. Thanks!
    The first image shows the level when loaded with LSS, the second without it.

    https://imgur.com/GVcnENs

    https://imgur.com/BGyo2FC

    Leave a comment:


  • replied
    Originally posted by Cpt.Trips View Post
    I will be releasing V2 with multiplayer and world composition support in October.
    will V2 ever come out? I just bought this on the last sale and figured out now that it is impossible to show the loading screen to a player connecting to the game.

    Leave a comment:


  • replied
    Originally posted by lionclopeg View Post
    Hey there!

    So, we've been using this for a while, great tool, love it.
    We've been using FMOD before implementing LSS however, and noticed one weird behaviour:
    FMOD operates on top of UE, and during regular level change FMOD audio events don't get flushed and are persistent.
    So if a sound is playing, it will keep playing through to the new level.

    After LSS, the FMOD audio also gets flushed on the level changes.
    Interesting thing is that we also keep data of the FMOD event in the game instance, and that also returns empty.
    Does LSS clears even instance during the loading?
    When loading a level, are you using the method with the default "Open Level" node or the custom "LSS Open Level" / "LSS Load Level"?

    Leave a comment:


  • replied
    Hey there!

    So, we've been using this for a while, great tool, love it.
    We've been using FMOD before implementing LSS however, and noticed one weird behaviour:
    FMOD operates on top of UE, and during regular level change FMOD audio events don't get flushed and are persistent.
    So if a sound is playing, it will keep playing through to the new level.

    After LSS, the FMOD audio also gets flushed on the level changes.
    Interesting thing is that we also keep data of the FMOD event in the game instance, and that also returns empty.
    Does LSS clears even instance during the loading?

    Leave a comment:


  • replied
    Originally posted by Aiden32 View Post
    Hello, how to solve the problem pressing the Start button in 08_MainMenu_Map I want to insert an example from 07_ProgressBars_Map well it does not work for me (and here is the launch of the standard example 08_MainMenu_Map only with the replacement of the load level, this happens here https://www.youtube.com/watch?v=gkDOf0m-XMc I'm sorry for so many problems I'm just starting my way to unreal engine.
    You want to use a progress bar in example "08", is that correct?
    First, you need to install the Plugin which is necessary to read loading progress.

    Here's a video tutorial with all steps:

    Plugin: Download Page

    Then, select the BP_LSS_Actor in your scene and in its details make sure "Enable Loading Progress" is checked.
    To show an overlay widget with a progress bar, also
    1. enable "Use Default UI" and
    2. under "Default UI Widget" select "UI_LSS_Tips" (this widget has a progress bar already set up as a ready example)
    Last edited by Cpt.Trips; 08-04-2020, 11:33 AM.

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  • replied
    Hello, how to solve the problem pressing the Start button in 08_MainMenu_Map I want to insert an example from 07_ProgressBars_Map well it does not work for me (and here is the launch of the standard example 08_MainMenu_Map only with the replacement of the load level, this happens here https://www.youtube.com/watch?v=gkDOf0m-XMc I'm sorry for so many problems I'm just starting my way to unreal engine.
    Last edited by Aiden32; 08-02-2020, 05:08 AM.

    Leave a comment:


  • replied
    Originally posted by CGDim View Post

    Hello. Please, how recompile LSS Plugin for Mac?
    Try this:

    1. Go to your engine installation directory and find the subfolder "/Engine/Build/BatchFiles"
    2. Run this command (replace paths with your actual ones):


    Code:
    runuat BuildPlugin -Plugin="/PluginPath/PluginName.uplugin" -targetplatforms=Mac -Package="/path/to/save/the/packaged/plugins/" -Rocket
    Last edited by Cpt.Trips; 07-25-2020, 02:48 PM.

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  • replied
    Originally posted by Cpt.Trips View Post
    Update v1.03 has been released Today!

    This version introduces Loading Percentage display (Progress Bars) as well as a couple of quality of life improvements (e.g. a Load List of Levels node and Open All Levels On Autoplay option)


    IMPORTANT: The new Loading Progress functionality requires the installation of a small code plugin,
    as this feature is not supported with Blueprint alone. The plugin is available with source and precompiled for Win64.
    Note: This plugin is only required for this new feature, the Loading Screen System itself will still work without it.

    The documentation has been updated to reflect the changes, below are direct links to the most relevant parts thereof.

    1. Loading Progress (including Plugin Installation guide)
    2. Change Log (including all new blueprint nodes)
    Hello. Please, how recompile LSS Plugin for Mac?

    Leave a comment:


  • replied
    Originally posted by bruize10 View Post
    Hey Cpt. Trips,

    Have you had the change to reproduce the issue i mentioned above? I had the chance to do your suggestion above and it looks like it gets stuck at "OnLevelShown", or right before it.
    https://youtu.be/_8v7HPDecEU
    I haven't been able to reproduce the issue on my end.
    Could you put together a minimalist, asset-free, blank project with just dummy levels and the config files?
    To see if the issue can be reproduced in isolation from your project and save game code.

    Other than that:
    1. Check if the issue occurs only in the editor or also in Standalone Mode or a packaged bulld.
    2. In Editor Settings, disable "Use less CPU when in Background" and see if that has any effect.

    Leave a comment:


  • replied
    Upon further investigation, I think I found another clue, but I'm not yet completely sure how it all fits. When using map settings that have more than 1 sublevel to load, it seems that all sublevels other than the first (0 index) will send confirmation.

    Some context on how my levels are set up.

    I have two root persistent levels, and the map settings to use is dynamically chosen based on a variable from player's save data.
    Each sublevel has it's own map settings, with adjacent sublevels next to it listed as a sublevel in that sublevels map settings.
    For example, sublevel B is next to sublevel A and C, so the map settings for sublevel B will have sublevels A and C listed as it's sublevel, but sublevel C (and below) will not send confirmation.

    Leave a comment:


  • replied
    Hey Cpt. Trips,

    Have you had the change to reproduce the issue i mentioned above? I had the chance to do your suggestion above and it looks like it gets stuck at "OnLevelShown", or right before it.
    https://youtu.be/_8v7HPDecEU

    Leave a comment:


  • replied
    Originally posted by bruize10 View Post
    I have an issue(s) with what I think has to do with BPC_ScreenFadeComponent. I'm currently using UE 4.23.1
    The issue I'm having is that sometimes while loading a level, the loading level widget will switch over to the Fade Widget (cogs) and stay on that widget.
    When this happens, I go into BPC_ScreenFadeComponent and watch to see if events are still firing and they are not.
    No activity would be expected in the Fade Component at that point as it is waiting for external event calls.
    Your levels seem to load correctly in your situation (otherwise, the screen would not go to the fade-out state, at all), but there seems to be a problem with setting them to visible.

    While the screen is fully faded to black, levels will be set to ShouldBeVisible=true, when that is carried out by the engine and confirmed to have taken place (OnLevelShown event), the fade will be lifted. One thing I could imagine here is a bug where Unreal doesn't call the OnLevelShown event for levels when running in the background (if that's indeed the case for some odd reason, a workaround wouldn't be terribly hard to implement).

    The cogs, btw., are just an additional loading visualization for situations where that fade would take longer than a set number of seconds (usually caused by latent actions in custom events (with "confirmation requirements" enabled), which are bound to the OnAfterLevelShown dispatchers within the LSS).

    I'll try to reproduce this issue. Meanwhile, you could place a print string or just a Breakpoint in your level's BeginPlay (Level Blueprint of the map being loaded) and see if it gets executed. If it doesn't, the level never got successfully set to visible.

    It would also be helpful to know what LSS events get executed in the loading chain. You can use this to print out those events:

    Click image for larger version  Name:	LSSAnyEvent.png Views:	7 Size:	220.9 KB ID:	1780432
    (In the persistent level where the LSS Actor is located, with "Autoplay" disabled)
    Last edited by Cpt.Trips; 06-25-2020, 09:39 PM.

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  • replied
    Originally posted by UnrealNateJ View Post
    Are there any suggestions for using this with level streaming?
    Do you mean without Level Streaming?
    Entirely without, no. You would have to at least embed your actual level (the one containing assets) within an empty root level.
    You could then, however, transition between two such sets of levels to keep them separate (to use different GameModes, for example).

    See this video:

    Leave a comment:


  • replied
    Originally posted by DjSt3rios View Post
    This system is really cool. However, I realized there is still no multiplayer with this. Is it coming soon or do I have to revert all my changes?(I just finished adding LSS to my game :\)
    I'm in the same situation. I added this to my game, then read the earlier posts about level streaming. Are there any suggestions for using this with level streaming?

    Leave a comment:


  • replied
    Hello,

    I have an issue(s) with what I think has to do with BPC_ScreenFadeComponent. I'm currently using UE 4.23.1
    The issue I'm having is that sometimes while loading a level, the loading level widget will switch over to the Fade Widget (cogs) and stay on that widget.
    When this happens, I go into BPC_ScreenFadeComponent and watch to see if events are still firing and they are not.
    I have been trying to get a consistent repro on this but the only thing I can come up with is that it's most likely tied to CPU load or UE4 not being the focused window.

    Repro steps:
    • Load onto a level using LSS.
    • While the loading screen is up, and is actively loading, alt+tab to another program on your computer; this will force UE4 into it's "background behavior" (slower fps).
    • Wait until the fade widget comes up (cogs).
    • At this point, it will no longer progress, even if you re-focus UE4 as your active program.
    I have been also semi-successful in just constantly traveling between 2 root levels, with each root having logic to drive LSS loading, but with this method, I haven't been able to have reproducible steps; success rate in repro-ing this issue with this method is around 20%.

    I'd appreciate any input you have on this matter.
    Thanks!

    Leave a comment:

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