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Async Loading Screen is a free and open-source plugin for Unreal Engine. Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a Loading Screen whenever you open a new level, without Level Streaming.

Home Page: https://www.unrealengine.com/marketplace/en-US/product/async-loading-screen

License: MIT License

C# 1.08% C++ 98.92%
unreal-engine-plugin ue4-plugin unreal-engine ue4 unrealengine

asyncloadingscreen's Introduction

Contents

Trailer

Unreal Engine Async Loading Screen Plugin

About

Loading screens aren't trivial in general, especially in Unreal Engine. And this makes a lot of UE newcomers are confused at first. Due to User Widget is destroyed at level transition, and level loading runs on the main thread, it blocks any other game activities until it's completed. That's why you need to use Level Streaming for loading screens otherwise your widget blueprint will not work. You have to manually control which object is loaded/unloaded, you can't use different Game Mode, Player Controller for each level, and sometimes there's still occasional freezing.

That said, you may need to change your game logic to fit with Level Streaming mechanic and it requires a lot of works to achieve a simple thing: Add a Loading Screen. To create a custom loading screen without Level Streaming, you have to do it in Unreal C++. However, this is a hard task for artists and designers, even for developers who are not familiar with the Slate framework and engine module code. Async Loading Screen plug-in comes to a savior.

Async Loading Screen allows you to easily configure a Loading Screen System in the project settings, and automatically add a Loading Screen whenever you open a new level. Async Loading Screen also comes with pre-design UI layouts and default icons that make it easy to custom your loading screen in a few minutes (less than 5 minutes I swear).

How it works

Async Loading Screen uses MoviePlayer to play a movie at level transition, on a different thread than game thread. MoviePlayer is not only playing movie files but also can display a Slate widget on top of the movie. We use this widget for the loading screen.

MoviePlayer is registered to PreLoadMap and PostLoadMapWithWorld delegates so it will be called and shut down automatically by the engine whenever you open a new level.

Features

  • Easy to set up, easy to use.
  • Customizable pre-make responsive layouts.
  • Customizable loading icons.
  • Pre-make default loading icons.
  • Supported animating images sequence.
  • Supported on all major platforms.
  • Easily play movies, audio files.
  • No need for coding.
  • No temporary maps, no level streaming.
  • Automatically handles all level transitions.
  • Integrates seamlessly with an existing project.

Changelog

Version 1.5.0 (6/4/2023)

  • Add "PreloadBackgroundImages" option
  • Add Blueprint functions "PreloadBackgroundImages" and "RemovePreloadedBackgroundImages" to load and remove all the background images.

image image

Version 1.4.0 (25/1/2023)

  • Fixed unintialized errors
  • Add Blueprint function "SetEnableLoadingScreen" to show/hide Loading Screen. Call this function before call the "OpenLevel" node

ALS-ShowHideLoadingScreen

Version 1.3.0 (29/08.2021)

  • Supports Unreal Engine 4.27 (Select other branches for other UE versions)
  • Added option for hiding Loading Widget when level loading completes image
  • Moved animating Image Sequence into OnPaint function

Version 1.2 (11/01.2021)

  • Added new blueprint library function Stop Loading Screen. To use this function, you must enable the Allow Engine Tick option. Call this function in BeginPlay event to stop the Loading Screen (works with Delay node):

async-loading-screen-01

  • Added Show Loading Complete Text option and Loading Complete Text Settings section, which show a text when level loading is complete. Note that you need to set Wait For Manual Stop = true, and Minimum Loading Screen Display Time = -1, this also allows players press any key to stop the Loading Screen by themself.

Show Loading Complete Text Settings: async-loading-screen-02

Example: async-loading-screen-03


Version 1.1 (14/09/2020):

  • Added Shuffle option in the movie setting.
  • Implemented set specific background/tip/movie for each level.
  • Added SetDisplayBackgroundManually, SetDisplayTipTextManually, SetDisplayMovieManually options.
  • Changed TipWidgetVerticalPadding to BorderVerticalOffset in Center Layout settings.
  • Changed WidgetHorizontalPadding to BorderHorizontalOffset in Sidebar Layout settings.
  • Add Async Loading Screen Function Library with 3 Blueprint functions: function-library-01

Requirements

Async Loading Screen plug-in requires Visual Studio and a C++ code project. If your project is blueprint based then you will need to convert it to C++ project otherwise you cannot package your game with code plug-in. It doesn't require c++ project anymore.

Installation

⚠️ After installed Async Loading Screen plugin, the "Project/Movies" setting won't work anymore. You need to set up your startup movies in the 'Startup Loading Screen' section of the plugin's setting.

  • Clone from Github

Clone this repository into your project's /Plugins folder, make one if it doesn’t exist, then compile your game in Visual Studio. If your project is blueprint based you’ll need to convert it to a c++ project by adding any c++ class. Supports Engine version from 4.23 and above.

  • Download from Marketplace

Download Async Loading Screen from Marketplace and enable the plugin in Plugins.

  • Setup

You can disable/enable the plugin in Edit→Plugins→Project/Loading Screen. You configure the plug-in settings in project settings Project Settings/Game/Async Loading Screen.

async-loading-screen-screenshot-01

Architecture

Async Loading Screen has four main components: Background, Loading Widget, Tip Widget, and Layout.

Background

The background is a static image, you can add many images as you want, it will be displayed randomly (unless Set Display Background Manually option is enabled). Leave it empty if you just want to show a movie instead of a static image.

  • Background Setting:

background-settings

Tip Widget

Just some useful texts that will be shown randomly (unless Set Display Tip Text Manually option is enabled) for players to have something to look at while waiting for a new level loaded.

  • Tip Widget Setting:

tip-widget-settings

Loading Widget

This is the most important component of the plug-in, Loading Widget lets players know that the game is still running and not freezing.

Loading Widget has two parts: Loading Icon and Loading Text. The Loading Text is just a text shown beside the Loading Icon, we mostly care about the Loading Icon. Async Loading Screen supports 3 types of Loading Icon: Throbber, Circular Throbber, and Image Sequence.

  • Loading Widget Setting:

loading-widget-settings

Loading Icon

  • Throbber Setting:

throbber-settings

  • Throbber loading icon example:

throbber-loading-01 throbber-loading-02


  • Circular Throbber Setting:

circular-throbber-settings

  • Circular Throbber loading icon example:

circular-throbber-loading-01 circular-throbber-loading-02


  • Image Sequence Setting:

image-sequence-settings

  • Image Sequence loading icon examples:

image-sequence-loading-03 image-sequence-loading-01 image-sequence-loading-02


Layout

This is the way Async Loading Screen widgets are arranged on the screen. In version 1.0 Async Loading Screen supports 5 different Layouts: Classic, Center, Letterbox, Sidebar, and Dual Sidebar.

  • Layout Settings:

layout-settings


  • Classic layout example:

classic-layout-01


  • Center layout example:

center-layout-01


  • Letterbox layout example:

letterbox-layout-01


  • Sidebar layout example:

sidebar-layout-01


  • Dual Sidebar layout example:

dual-sidebar-layout-01


Tutorial

In this tutorial, I will use a blank C++ project with UE version 4.25. But you can freely integrate Async Loading Screen plugin into your existing projects without problems. You should install the plugin following Installation steps above.

1) Create Testing Levels and Blueprints

  • First, we create two empty levels named Level_1 and Level_2 for testing purposes:

tutorial-02

  • Create BP_GameMode, BP_PlayerController, and an UMG blueprint WBP_OpenLevelButton:

tutorial-03

  • In WBP_OpenLevelButton, create a button at the center of the screen:

tutorial-04

  • In WBP_OpenLevelButton graph, add the following nodes in the button's OnClick event:

tutorial-05

  • In BP_PlayerController, create that widget and add to the viewport:

tutorial-06

  • Also enable "Show Mouse Cursor" option in BP_PlayerController:

tutorial-07

  • Change default GameMode to our BP_GameMode and BP_PlayerController in "Project/Maps & Modes" setting:

tutorial-08

  • Add two maps to the included list in "Projects/Packaging" setting so you don't have to see annoying warnings when Launch:

tutorial-09

Note that to see the plugin is actually working, you need to play as Standalone Game or Quick Launch. Play in Editor (PIE) will not work due to different level managing of Play in Editor and packaged game:

image

If you play Standalone Game or Launch the game, you will see a black screen with a white panel showing up very quickly. We'll need a little setting up to make the loading screen look better.


2) Gathering images and movies

You can use your own assets instead but for this tutorial, I'll use Unreal Engine 5 Wallpapers Desktop from this post and UE4 Startup Video Files from this page. Here are links download for you:

tutorial-11

  • Import your background images into the project:

tutorial-12


3) Setup Startup Movies

Now go to "Game/Async Loading Screen" setting in the Project Settings and open "Startup Loading Screen" section. This Startup Loading Screen only shows once when the player first opens the game so usually, you don't want to show a loading screen here. Instead, you'll want to show a UE4 logo intro movie, your studio logo movie, your sponsor 1 logo movie, your sponsor 2 logo movie, or some weird shit movies, depending on you.

  • Uncheck "Auto Complete when Loading Completes" option so we can see the movies play till end
  • Add your movie path without extension in "Movie Paths" array

Here is the Startup Loading Screen setting:

tutorial-13

Click play Standalone Game or Launch button, you will see UE4 logo movie show up here.


4) Configure Default Loading Screen setting

Open "Default Loading Screen" setting, here we actually set up a loading screen for our game. You can leave most of options default but for testing purpose, we'll change some options.

  • Set "Minimum Loading Screen Display Time" value to 10 (I recommend setting it to -1 in packaged games)
  • Set "Layout" to Classic for this tutorial.

Here is Default Loading Screen setting:

tutorial-14

4.1) Default Loading Screen - Background setting

Open "Background" setting in the Default Loading Screen section. Add your background images to the Images array. You can leave other options default:

tutorial-15

4.2) Default Loading Screen - Tip Widget setting

Open "Tip Widget" setting in the Default Loading Screen. Add some useful texts, you can change text's appearance like color, font, shadow effect here:

tutorial-16

4.3) Default Loading Screen - Loading Widget setting

Open "Loading Widget" setting in the Default Loading Screen, here we will custom our loading icon. If you open AsyncLoadingScreen Content folder, you can see there are a lot of default loading images I had made. We'll use those default images in this tutorial.

tutorial-17

  • Set "Loading Icon Type" to "Throbber"
  • Set "Loading Widget Type" to "Horizontal"
  • Open "Throbber Settings" and select icon-cat-print in "Image" option
  • Set "Space" value to 20

You can leave other options default.

tutorial-18


5) Configure Classic Layout setting

Because we already chose the Classic layout in previous step so we will configure the Classic layout and ignore other layouts. Open "Classic" setting in Layout category and change following options:

  • Set "Border Padding" to 20
  • Open "Border Background" option and set Tint color (R:0.1, G:0.1, B:0.1, A:0.8)

You can leave other options default.

tutorial-19


Alright! Now you can click play Standalone Game or Launch button to see your loading screen.

tutorial-20

6) Image Sequence Settings

Async Loading Screen also supports custom loading icon using Image Sequence. Open "Loading Widget" and change following options:

  • Set "Loading Icon Type" to "Image Sequence"
  • Open "Image Sequence Settings" and add all images in folder "Default/Mannequin/RunImages" to Images array

You can leave other options default.

tutorial-21

Click play or Launch button and you'll see the Mannequin is running as a loading icon:

tutorial-22


7) Set proper background and tip for each level:

In updated version 1.1, Async Loading Screen supports display specific background/tip/movie for each level as you want. In this tutorial we'll show proper background and tip for Level_1 and Level_2:

  • Open Background setting and enable Set Display Background Manually. tutorial-23

  • Open Tip Widget setting, enable Set Display Tip Text Manually and add 2 more following texts in TipText array: tutorial-24

  • Open WBP_OpenLevelButton blueprint, in On Clicked event, set Background Index=4, Tip Text Index=2 before Open Level=Level_2 and Background Index=2, Tip Text Index=1 before Open Level=Level_1: tutorial-25

  • Now click play Standalone Game or Launch button, you'll see Async Loading Screen always show Background index 4, TipText index 2 when loading Level_2, and Background index 2, TipText index 1 when loading Level_1.


Congratulation! We have finished the tutorial. You should try other layouts and settings to see which is fit for your game.

Showcases

Colors:Zero


Elven Warmaiden


logic-keypad


witchtastic


cursed-spire-async-loading-screen


pumpkin-jack


cions-of-vega


BrightSeeker_Scr_(4)


If you're using Async Loading Screen plugin in your game and would like to showcase here, shoot me an email about your game's info, including screenshots(gif/png/jpeg/video) of your in-game loading screen.

Donate

If Async Loading Screen is useful for you or your team, you can buy me a coffee to support this project.

License

Async Loading Screen plug-in is licensed under the MIT License.

Acknowledgment

Async Loading Screen plug-in is inspired from Loading Screen plug-in by Nick Darnell.

asyncloadingscreen's People

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asyncloadingscreen's Issues

Trigger Loading Screen Early

First thanks for all your efforts and making this available to the community. With so much that has to be built out for even a basic game it is nice to not have to rethink the loading screen! This is likely more of a feature request. Can you add a node/function to start the loading screen early. I have logic that runs on the login server that spins up a new server instance while the client is waiting for call back to know that the server is ready it would be nice to have the loading screen up. Right now I have a 5-7 second delay begin clicking play and before client travel is triggered. Alternatively you can let me know the basic function to call and I can code my own cpp function if that is easier.

latest UE Version

can this plugin work on the latest unreal engine version such as 4.26 , 4.27 , Unreal Engine 5 early access?

Loading screen doesn't work in multiplayer game

  • The plugin works great so far but now if i use the command "ServerTravel" instead of "Open" the loading doesnt show up anymore. I need to use "ServerTravel" cause im want to do a seamless travel in multiplayer game :( So how can i fix this issue?

Thanks!

Android Game Crash On Startup

Hello,
I'm using UE 4.27.2. Sometimes the loading screen crashes at the start of the game. This ratio is like 3/10 (I tested 10 times on mobile device and unreal engine's mobile view.
I can post the crash files if it's a general problem for you.

Thank you,
Regards.

Background images loaded at startup can't be collected by GC afterwards

Hello,

FAsyncLoadingScreenModule::StartupModule calls SetupLoadingScreen(Settings->StartupLoadingScreen) at module startup time. That happens while disregard for gc pool is still open, so all UObjects loaded at this stage (e.g. background textures in SBackgroundWidget) can't be released by gc later and can consume a portion of gpu memory as long as the module is loaded (entire process lifetime basically). This doesn't happen with other loading screens because they are constructed much later, after CloseDisregardForGC is called.

You can see this behaviour if you specify some texture in BackgroundSettings for startup screen and call obj refs name= <TextureName> after the game has loaded. The background texture will be marked as root and thus won't be collected by GC:

(root) (standalone)  MetaData /Game/<TexturePath>
 -> UObject* UObject::Outer = (root)  Package /Game/<TexturePath>

Memory leak while allowing player to wait in loading screen on UE 4.25.4

Hey Truong, these settings will cause a Windows 64-bit build to leak memory if you stay on the loading screen:

  • Wait For Manual Stop = true
  • Minimum Loading Screen Display Time = -1
  • Auto Complete When Loading Completes = false
  • Movies are Skippable = false
  • Allow in Early Start = false
  • Allow Engine Tick = false

I did a memreport both before and after the loading screen and noticed this difference:
unknown

Having issues getting this to work

I know I'm probably doing it wrong but I'm following the tutorial and all I want it to do is for the loading screen to just play the LoadingScreen mp4 that I have and I think I have it setup correctly but when I launch the game it doesn't not play the Intro movie or the loading screen movies at all.

Any help is appreciated

This is how I have it setup
imh

Crash 4.26 recursion not allowed

I tried to port my project from UE4.25 to U4.26. When I package it then try to launch it, here is what I get :

Fail

What is this "recursion" ? Is it trying to open too many threads ? Is it because of a parameter ?

Thanks and Happy new year !

Opening the wrong level

Hi. There are trigger collision in my level 1 when I overlap it, it will open the level 2. And this is working in the editor. But when I launch the game, when I overlap the collision, it's opening the level 1 after the loading screen ends, not the level 2. I am using blueprint.

Music?

What about having a music when loading? Currently it is not possible.

does not work when added to existing 4.27 project

When tested in a blank project it is fine but when it is integrated into an existing it does not.

From the testing I have done, it seems as if there is a hang and it does not actually play the movies.

Tests I have done:

  • wait for manual stop
  • use project settings from a blank project and set the plugin settings up
  • use a blank level in the project along with
  • use the marketplace version (project-specific and marketplace give the same results)
  • use other video files (all mp4 {MPEG-4} )

Is there something else I should test that might give a more specific reproducible issue?

(edit) I have been either packing or running in standalone to see if any of the changes have worked using DX12

Multiple Tips with switch Perhaps?

hey, I just want to make sure that it's possible to have multiple tips with switching with Right and Left Arrows perhaps?

if you can guide me probably I could make it work :)

Howto have loading screen after movie

Hi, I have a start-up movie UE4 Logo but after it finishes I get a black screen before the level loads.
Is there a way it goes to my loading screen after the movie?

Are there plans to updating for UE5?

Hey, I am using the plugin with 4.26 and am really happy with it, but I'd like to port my project to UE5 are there any plans on porting the plugin for it?

Projects fail to package with plugin enabled on UE5-Main

While the plugin seems to be functioning flawlessly in Standalone, when packaging, the error encountered is:
SLoadingWidget.cpp(121): error C2065: 'Visibility': undeclared identifier

It then Skips the remaining 2 steps for compiling the plugin when packaging. The logs say the project packages, but in truth it fails (nothing in the output directory).
Removed intermediate & saved folders and repackaged; no success there either.

Game crashes upon loading level.

Hi there, our game crashes upon trying to load a level. It doesn't crash when the plugin is disabled. I'm using the marketplace build. The plugin worked fine until recently. This was on UE 4.27.

The log is as follows:

"LogPlayLevel: Error: [2022.01.24-02.41.07:457][727]LogThreadingWindows: Error: Runnable thread RHIThread crashed.
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: begin: stack for UAT
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: === Critical error: ===
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error:
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: Fatal error!
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error:
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error:
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e4d7f15c Mirem.exe!FD3D12CommandContext::SetRenderTargets() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e4dffab4 Mirem.exe!FD3D12CommandContextBase::RHIBeginDrawingViewport() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e66e32f7 Mirem.exe!FRHICommand<FRHICommandBeginDrawingViewport,FRHICommandBeginDrawingViewportString1871>::ExecuteAndDestruct() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e66e6193 Mirem.exe!FRHICommandListExecutor::ExecuteInner_DoExecute() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e66d627f Mirem.exe!FExecuteRHIThreadTask::DoTask() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e66e8164 Mirem.exe!TGraphTask::ExecuteTask() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e3a9515b Mirem.exe!FNamedTaskThread::ProcessTasksNamedThread() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e3a955be Mirem.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e67a69ad Mirem.exe!FRHIThread::Run() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e3fb298f Mirem.exe!FRunnableThreadWin::Run() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff7e3fa8ea0 Mirem.exe!FRunnableThreadWin::GuardedRun() []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff9758a7034 KERNEL32.DLL!UnknownFunction []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: [Callstack] 0x00007ff9765c2651 ntdll.dll!UnknownFunction []
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error:
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: Crash in runnable thread RHIThread
LogPlayLevel: Error: [2022.01.24-02.41.07:458][727]LogWindows: Error: end: stack for UAT
LogPlayLevel: Error: ERROR: Client exited with error code: 3"

loadingscreen will not disappear if i enableHMD

if i enable HMD, after package,the loadingscreen will not disappear ,
How to solve this problems
i know i can ShutdownModule in C++, but this will cause PC monitor no LoadingScreen, i still want this feature.
so how to keep PC monitor LoadingScreen and Both LoadingScreen will disappear if i Enable HMD

Compatibilities with Bink Media

Hello Mr. Truong Bui,
I found out that if I enable Electra Player, the plugin stops working. Is there a workaround because my projects currently rely on both.
Thank you.

How To convert project to C++

Hi by convert the project to C++ from BP are you revering to Nativizing under the package options in project settings?

Error: Missing precompiled manifest for 'AsyncLoadingScreen' for Linux packaging

Hello,

I can successfully package the game for Windows, but when I try to package for Linux, I always received this error :

Error: Missing precompiled manifest for 'AsyncLoadingScreen'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in AsyncLoadingScreen.build.cs to override

Any idea on how to fix this ?
Thanks
Nick

Readme change

Hi,

Juste struggled a lot to find the files of the async plugin in the folder from the doc to set it up..
Would suggest explaining that the settings that are under "Project Settings -> Game -> Async Loading Screen" not in the Clone from Github section but somewhere else more generics :)

Thanks for that plugin !

Loading screen skips straight to "Loading Complete" widget

Hi,

I just started using the plugin and I've run into an issue straight off the bat.

When I trigger a level load, I see the standard "loading" widget for about a second, then the "loading complete" widget shows even though the level has not finished loading.

What's going wrong?

Localization issue

Hi,

First, thanks for this awesome plugin <3

However i have a small issue with localization of the Tips texts. I successfully gather text (from DefaultGame.ini), translate it, re-import it, compile it, etc, then when i change the language in-game it doesn't apply for the tips in the loading screen. (but everywhere else is OK )

The strange thing is, i did have it working last time i checked the plugin half a year ago or so. I downloaded current version from Github and set it manually in my project.
Probably this is just my bad with localization targets and settings ? (but it still gather the text).

If anybody have an idea, thanks =)

Format Problem on IOS

Images works well on computer but I have a problem when using it on my Ipad where the image will always appear square despite not being square

Original Image :
OriginalImage

Mac Example :
LoadingMacScreenshot

IOS Example :
LoadingIOSScreenshot

Is there any fix possible or did i put wrong parameters ?

Startup background images dose not work

Hi, the problem that i have is like the title say, the background images on the startup loading screen dose not work, it show a black screen but the videos work just fine. The flow that we want is something like this (unreal logo -> company logo -> static screen) again, the first two videos works fine the problem is the last static screen, we are using unreal 4.25.4.

Show Startup Loading Screen after all movies being played

I guess its a feature request as i cant seem to find that kind of option.
What i want is to play couple short movies on startup (UE logo, studio logo) followed with slate loading widget. I have tried to do it on my own but it throws me and error that i must operate with slate only in slate thread.... assertion failed and yada yada :(

Can't Disable "Loading Complete" Screen or Change Its Text

I have the loading screen set to basically wait on me to use the blueprint Stop Loading Screen to close it out. That part works, but unfortunately it seems like no matter what I do, it always displays the default "Loading is complete! Press any key to continue..." message until the load screen is taken away. The message I type in and the "Show Loading Complete Text" options both seem to be ignored.

image

Note I am able to do a workaround by setting all of the loading text as transparent and use images, but just wanted to bring this up.

Complete Loading screen does not hide Loading text and throbber

Hi, so in my game i want to have a press any key to continue (hide loading screen), so i set this up in Async Loading Screen and every thing is fine with the exception of one, then the loading is complete, the "Press any key" Text shows in the center, but the Loading text and throbber is not hideing at the bottom, and thats very strange. How can i set the loading text hide when the loading complete text shows up ? Is this a bug ? or there is a bool in config that i does not see?
Bez tytułu

Movies don't display outside of editor (4.26)

Hi there! I've been having an issue with the plugin recently with packaged builds. Within the editor, both the tips widget and movies play as intended but in packaged builds, only the widget appears. I have recreated my project and used other projects with the same version of the plugin (latest from Marketplace at time of writing) and it is only in this specific project that it does not work. It is seemingly related to the load order of all of the plugins enabled, which is hard to test without breaking the project as a whole.
ALS - Movie in Editor
ALS - No movie

Crash problem.

Hello;

The game crashes when I do it fullscreen from the settings.

Other than this, It also crashes after selecting a language.

Engine 4.25

Server Startup Error - 'Couldn't find file for package' [Cosmetic]

After installing the Plugin (great work btw) and doing vanilla config, package and build check, there are errors on startup that reference 'MagicLeap' and 'OculusVR' content.

image

Not sure where these are referenced in the code. I expect this is because I package my project without editor content

Background Images load too late and with wrong Image Stretch [UE5]

Hello! Super awesome Plugin!

Works fine with my UE 4.27 project, but after porting it to UE 5 the Default Loading Screen images are not loading until the end of the loading process, they are also scaled wrongly. The Startup Loading Screen always displays instantly and scales just fine. If I choose the same image for one of the Default Loading Screen Images as I used for the Startup Loading Screen, that one loads and scales properly.

Could you please take a look? I guess something is changed how Unreal loads/streams in textures in UE5.

Thank you!

Loading ending too early

Awesome project, thank you. Works great, with one exception though.
My game is mostly based on Paper 2D sprites and their textures are not yet loaded when the loading finishes.
So all the sprite assets are visibly popping in, which kind of defeats the purpose of a loading screen. :)
Can it be fixed somehow?

Screen disappears when level is done loading even though it is set not to [UE5]

Im using UE5 and when i have the default loading screen's minimum loading screen display time set to 10.0 and auto complete when loading completes unchecked the loading screen only stays on for a moment then just a black screen for the rest of the time. I have this set up the same way as my old UE4 project and it worked fine. Also running from editor as standalone the image is just a grey checkerboard image and not the ones in my images list. When i do a full build the images display correctly.
Any help will be greatly appreciated.

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