FAQ / Knowledge Base
Can I use multiple loading screens in a single project.
Absolutely. There is a whole example level dedicated to this.
What is a “Root” or “Persistent” level?
The root or persistent level is the map currently open in your editor or game. Go to Windows->Levels
to open the Levels
tab. Here you will be able to add sublevels (by dragging them from the content browser to that window). The sublevels are your actual scenes that will be loaded by the Loading Screen System or used as transition maps (the levels need to be in this tab to be accessible to level streaming), while the root level will always remain loaded and contains the LSS Actor (the level can be otherwise empty).
Can I use this system if my levels are set up to load with the “Open Level” node?
Yes (one example map in the project covers exactly that). In essence what you would need to do, is to create an empty persistent level (with just the LSS Actor
in it) for each of your game’s maps, then add your existing level as a sub level of the new persistent level, and finally in the OpenLevel
node you would use the new persistent map’s name.
What this will accomplish, is instantly transition to the empty level and let the LSS Actor in that scene load up your loading screen and then the actual game level.
Can the LSS display a progress bar or actual percentage of assets being loaded?
Yes, loading progress indication is supported. Follow the link below for more details:
Progress BarsI don’t want the DemoContent in my project, how do I only keep the essential files?
The blueprint system is independent from the demo content. You can either select the BP_LSS_Actor asset in the Blueprints directory and choose “Asset Actions->Migrate”
from the right click menu (only the essential files will be migrated), or simply delete the “Maps” and “DemoContent” folders from the asset’s directory.
Does it work in Multiplayer?
Not as of right now, but it is scheduled for an upcoming update.
Are you selling any artwork along the system?
The Loading Screen System is intended as a framework, to be utilized with your own artwork - included scenes and user interfaces are considered templates / examples. Should there be demand voiced for that, I might add some “ready to use” templates further down the road.
Will there be support for older Engine versions?
The system is available for 4.18 and newer Engine Version only. Support for older engine versions is not planned.
How to load multiple levels?
In order to chain up several levels to be loaded, use one or multiple "LSS Queue Level To Open" nodes in front of a single "LSS OpenLevel" node.
Loading Progress doesn’t seem to work when playing in Editor
if the loading progress isn't apparent when playing in editor (PIE), try launching in Standalone Mode (PIE streams levels in a different manner than standalone or packaged games, which might result in a semi-instant process). On small levels the Loading Progress of course can be hard to notice either way.
Setting a level’s transform with “LSS Set Level Transform” doesn’t work when playing in editor
Changes to a level’s transform will not take effect in PIE (play in editor), you have to run the game in Standalone Mode or as a Packaged Build for the changes to take effect.
After an update my UMG doesn’t display the “Press Key to continue message” anymore?
Open the widget and in its Graph View make sure:
the widget implements the “BPI LSS UMG Interface” under “Class Settings->Interfaces” (in “Graph” view).
the event that triggers the display of that message is a Blueprint Interface event (it will have a small symbol in the top right corner), the name should read “Event BPI LSS Show Continue Message”.
My character is turned the wrong way, there are some objects missing or placed at the character’s feet, including a text that just says “TEXT”?
This seems to be a rarely occurring engine bug related to how the editor handles level streaming in general and occurs only when transitioning levels in the editor through the OpenLevel node. Currently there is no real solution, a workaround that seems to be successful is to move everything from the affected level to a blank new map and replace the old one.
This issue does not occur in standalone mode or a packaged game.
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