Step by Step Example #1

Loading Screen On Startup Create a new empty level (in our example we name it “Root_01_Map”). This is the “Persistent” level or otherwise known as the “Root”. Open this new level and drop a BP_LSS_Actor into the scene. Now we’ll add an existing level (your game scene that you want to load) to the “Levels” window of your persistent level (1.). This way the system will have access to it and the level can be loaded. For the purpose of this example we’ll add the default map of the Thirdperson Template. If you don’t see the “Levels” window, click on “Windows” in the top menu of the Editor and there select “Levels”. This will add a new window to your Editor layout, named “Levels”. In order to add a level to the “Levels” window, you can drag the map from the content browser and drop it into this window. Now, select the BP_LSS_Actor and in its Details add the name of your game scene (3.) into “List Of Levels” (click the “+” icon to add a new entry). Next we need a map that will act as the loading screen itself. This map can be anything from an empty level, to a complex scene with characters. In this example we’ll use the “LoadingScreen_Video_Map” from the /Maps/Streaming/ folder. Add this map (“LoadingScreen_Video_Map”) to the “Levels” window as well. In the Details of BP_LSS_Actor add the name of your loading scene (“LoadingScreen_Video_Map”) in the field labeled “Loading Screen Level”. Make sure “Autoplay” is checked In the Details of BP_LSS_Actor

Now Play in Editor. The scene should start with a Fade In, then show your loading scene for a short while and finally smoothly Fade to your game scene. Note: whenever “Root_01_Map” is loaded, be it as the starting map or when using an OpenLevel node, it will load your game scene

To be able to switch between levels:

Add more levels similar to 3. and 4. above Add either a key input in the Level Blueprint of your persistent level (1.) or a box collider in your game scene (as an example) On execution of the above (b.) add the node “LSS Open Level” (right click anywhere and start typing “LSS” and you should see functions categorized as “Loading Screen System (Function Library)”) As the parameter of “LSS Open Level” enter the name of the level you want to transition to.

Play in Editor, press your input (b.) or enter the collider and the system will smoothly fade into the loading scene and then into the target level (provided as parameter for the “LSS Open Level” node)

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