Advanced Event Handling
Advanced Event Handling During the loading process each level triggers a number of events, depending on whether it is loaded / unloaded or shown / hidden. The available Events can be used through bindings to execute custom game logic in specific situations. Usage examples: Show UI, spawn or posses pawns after the level has been loaded, remove UI or save the game before the level closes. The binding itself is very easy, you need the map name and a custom event to connect to.
A list of available events:
OnBeforeLevelLoaded
OnAfterLevelLoaded
OnBeforeLevelShown
OnLevelShown
OnAfterLevelShown
OnBeforeLevelHidden
OnAfterLevelHidden
OnBeforeLevelUnloaded
OnAfterLevelUnloaded
Each of these events can be configured on a per level basis to pause the transition until a special node (“LSS Send Confirmation”) is executed. This allows the system to pause the loading queue when needed to wait for Latent Actions that an individual level migh tneed to conclude (e.g. save game before unloading).
See tutorial map “Advanced Event Handling” for examples and further explanation.
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