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truong-bui avatar truong-bui commented on June 12, 2024

Hi @karakasis
Unfortunately, the StopLoadingScreen node is not working correctly in Blueprint. I'll remove it soon in future updates. Please don't use it

However, you can enable the option "Wait for Manual Stop"=true and set the value for "MinimumLoadingScreenDisplayTime"=-1. This will allow the loading screen to continue until the player presses any button.

EDIT: I have rechecked the StopLoadingScreen node in the 5.2 version, and it works just fine. You can enable "Wait for Manual Stop"=true, "Allow Engine Tick"=true, and "MinimumLoadingScreenDisplayTime">=0. Then you can use StopLoadingScreen node. Note that you must call the StopLoadingScreen node only in the Event BeginPlay event ( you can use the Delay node before it). Otherwise, the StopLoadingScreen node doesn't work on other events like keyboard events.

from asyncloadingscreen.

karakasis avatar karakasis commented on June 12, 2024

Hello, thats good news. Whats the reason behind Begin play event? And since its not clarified "begin play" of which blueprint? I have tested it in player controller blueprints and it seem to work there, but ideally I would like to call the stop loading screen node, after certain gameplay things have been set correctly, like I'm using gameplay ability system to load abilities and such, UI stuff. Can I somehow use the stop loading screen node at any other place instead of timing it with a delay node?
Thanks

from asyncloadingscreen.

truong-bui avatar truong-bui commented on June 12, 2024

... Can I somehow use the stop loading screen node at any other place instead of timing it with a delay node?
Thanks

Unfortunately, it's not possible. You can only use the StopLoadingScreen node on the BeginPlay of GameInstance, GameMode, or PlayerController blueprints. I haven't tested it on other blueprints.

from asyncloadingscreen.

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