Async Loading Screens and Transition Levels
summary
Shows how to get consistently smooth loading by running the UI on a separate Slate thread while doing Level loads on the main thread and asset streaming with FAsyncTask, using a modular loading module and MoviePlayer to push a responsive spinner (ActionRPG demo achieves a smooth bottom-right animation). Explains preserving Actors across maps with Seamless Travel (enable bUseSeamlessTravel=1, use a lightweight Transition Map), notes limits: not usable for first match or server switches and cannot debug cleanly in PIE.
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chapters (25)
- 0:00Introduction
- 2:24What you will learn in this session
- 3:04What this session is not
- 4:03First of all....
- 4:56Multithreading inside UE4
- 5:54What makes a good loading screen
- 7:14How to make a loading screen
- 8:32ActionRPG
- 9:39Engine
- 10:26Blueprint side
- 12:07Why use Modules
- 15:58About module loads
- 17:04Module Interface creation
- 17:15Implementation of the Interface child
- 17:48What is Slate?
- 18:29Implementation of the Slate Widget
- 19:35Implementation of the module logic
- 20:10So what is being threaded ?
- 21:25What is Seamless Travel ?
- 23:28When to use Seamless Travel ?
- 24:44What is it?
- 27:22Keep Actors alive
- 28:46Drawbacks of Seamless Travel
- 29:32Tips for debugging
- 30:23Final Thoughts
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