[UE4]11 Short Steps to Create an Animated Loading Screen(Async switch level)
keywords: UE4, Stream Level, Loading Screen, Async Open Level, Async Change Level
11 Short Steps to Create an Animated Loading Screen
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- I Went into Window > Levels
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- Created a New Level by going to “Levels” and selecting “Create new Level”
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- Moved all my main level stuff by highlighting it all in the editor window and selecting “Move Selected Actors to Level” via the “Levels” tab.
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- Created my load screen texture, camera and animated spinning icon and made sure they were in “Persistent Level”.
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- In the “Level Blueprint” (Of “Persistent Level”), I created a “Begin Play” event and created a “Open Stream Level” node and connected them both together.
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- I put the Level Name that I want loaded into the “Open Stream Level” and made sure “Block on Load” wasn’t ticked but “Make visible after load” was.
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- I created a Matinee with a “Fade” track and an “Event” track. I then made a quick fade in / Fade out / Fade in and put an event while the screen is supposed to be totally black.
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- I went back into the “Level Blueprint” and created the nodes to “Play” the Matinee once the level has been loaded.
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- I then added a “MatineeController” node and right-clicked and selected “Refresh nodes” to make my event I created in the Matinee to appear.
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- I added a node called “Remote Event” which searches all the Level Blueprints for the event in question to fire it.
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- In the “Level Blueprint” of the level that had just been loaded, I created an event that was called the same thing as the “Remote Event” and connected a “Get Player Controller > Set View Target with Blend” node to it.
And that was all I had to do!
See? 11 short steps to have a fully animated load screen. How awesome is that?!
Reference: Animated Loading Screen
https://wiki.unrealengine.com/Animated_Loading_Screen
Blueprint Manual Level Streaming
https://wiki.unrealengine.com/Blueprint_Manual_Level_Streaming
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