Ok, so to be able to see your movie, you need to place your movie like that "Content">"Movies>place it here. If you place it in another place it will not work
@@D3kryption The C++ method, or 'MoviePlayer' method is also somewhat restrictive. It uses the older 'Slate' system to display the loading screen 'widget', and the way the system is implemented, when any persistent UWorld is requested to be loaded it will call the functions to switch the displayed thread. Therefore for every transition between persistent worlds you ideally need a slate widget designed (does not have a helpful design UI like UMG, it uses older HTML-esque principles). This can make dynamic hints or screenshots more complicated to include in those loading screens.
You been putting out banger videos my man! I was just about to add a loading/ menu in my game and this helps a lot! Have you made a dialogue event like Until dawn with sequence events? Eventually, I'm going to look into that in combination with Narrative.
This plugin is good, but it doesn't work well when you work on a project that you will stream with pixelstreaming. After trying this plugin and other payed plugins I found that it is better to make the loading screen using the async nods via blueprints. It is the best solution that works in both local and pixel streaming. another issue I faced after the game loads is stuttering when because even by using async loading, the textures and shaders in the loaded levels have to compile once they are loaded therefore the only plugin that fixed this issue is the shader compilation screen.
This is really interesting! I've never actually heard of pixel streaming so thank you for that! I have noticed that the textures have to compile but that is only once. After that it all works fine. Which Async nodes do you mean? Streaming Levels?
Hey cool video one thing tho it would've made more sense to use like a menu with buttons aka(start exit) for this purpose but someone with years of gamedev experience in Unity and now using Unreal I understand its the same, tho for newer people this might be not be that simple 🤔 anyways great content 👍
Nice work. I think we cannot have multiple assets for throbber? like the index we can use for the tip? I wanted to have 2 or different throbbers using image sequence. Thanks
With the current version no, you can only select a single throbber. but I think if you open the source code and find all the references to it, it shouldn't be too hard to duplicate it :)
my game was showing up before the load of the level, looking very unprofessional, and async load fixed it, i tried add lots of loading screen, except for streaming since thats more complex levels i believe but it was next, but once i saw async work perfectly for my mobile game, it was very well!
In standalone, I only get the startup screen. For the loading screen, I get the default black screen with three animated dots that change in size. Is there something in UE5 taking over the loading screen that I need to turn off?
I don't know waht server travel is. Assuming you mean changing levels on a multiplayer game but I don't know. It doesn't say anything about mutliplayer
I don't want to show a loading screen at startup as I already have a widget for that. Only between levels so I've set up a background for the Default loading screen and not Startup loading screen however it's still showing the default one in startup for some reason. Any idea how to fix this? I'm also having another issue where when changing between levels, the layout of the loading screen loads before the actual background does which is bizarre.
That is really odd! If you don't assign any startup loading screen details it should just ignore it. You aren't using the old style startup movies property are you? This disables that Is your background huge in size / resolution? It has to load it into memory and if its huge it can lag / be low quality while it does :)
@D3kryption Nope haven't used the old style at all as I'm still a beginner and have never made use of it 😂. Also nope the background is only 2MB in size so surely that's not too large?
@@samanson2001 2MB is a little large for an image. Have you tried converting it to a JPG and trying it? My images at 1440p are normally less than 500kb
Hey, have you had any problems with the level build? The plugin works in Standalone Game, but in the build the video for the loading screen just doesn't appear. Can you help with some advice?
How could i make a progress circle throbber? so that the white part has finished loading and it starts filling up the circle? like the one in The Last Of Us part 2
@@D3kryption so I've figured it out, my view port resolution was a taller aspect ratio than my loading screen background resolution so it caused a white bar to show up in the bottom
i dont understand why it doesnt work... i got an mp4 intro i use the same exact name inside the text box without extensions. i got the file inside Content/Movies/ im here trying 2 days to find a solution... ive watched your video like 15times already :P thats crazy
It could be the codec used in the mp4 as that sounds all right to me. If you download Unreal startup intro video (google it you'll find it real quick) and try that instead. If it works, your setup is good and its the video.
When I run the standalone game, or even the packed game, my 2 intro movies are in widowed screenmode and ind different resolutions, then it went into Main Menu which is in Level Blueprint setted as fullscreen so then its fine. How to Change Screenmode and resolution of Intro Movies?
Hey I've never had this issue before. Thats odd! Are your movies the correct resolution? I'm not sure if you have a monitor thats 2560x1260 and your movies are 1080x768 If they will play windowed
@@Chinesestud there are a lot of tutorials that explain how it's done. Just look up ""how to make a loading screen with streaming levels" or something like that.
When I package/build the game, it stops working for some reason... It loads for 10 seconds, but then it freezes on the loading screen and I have to force the game shut. What can be the reason for this?
Can I set my own screen for the loading interface? I can't download your comparison table.... You can use a flat ui umg to click and then load it. Can't the button directly open the map using open level? He can't use the normal preview, he can only use the game mode! This way I will lose some files...
Hey! Sorry I don't fully understand. - Yes you can use your own images for the loading screen - What comparison table? - Yes you can use Flat UI UMG, it just shows when you use OpenLevel :) - What do you mean only use the game mode?
Do you mean during a single load sequence? I don't think you can. I think it shows the loading screen background then doesn't change. I think you would have to look into the plugin and add that :)
Is this a proper loading screen or what?!?
Have you made your loading screen? what are you thinking of adding? Let me know below!
👇
Why was this video so hard to find lol THANK YOU !!! Been looking for this info my whole life LOL
Happy to help! Its a cracking plugin for free :D
Ok, so to be able to see your movie, you need to place your movie like that "Content">"Movies>place it here. If you place it in another place it will not work
This is correct. Its slightly annoying Unreal doesn't show it in the content drawer however but it does work :)
Fantastic plugin, thank you for showing the detailed steps. Your game is looking interesting, btw, keep it up!
Thank you for watching! I'm glad you enjoyed it! :D
Dude this is awesome, clear, direct , useful !!! thanks a lot!!
I was excited that we were about to learn some new async C++ and then relieved I could just use a plugin :)
One day I plan on looking over the C++ too! :D
This plugin is great but after a while there are some limitations I would love to fix :D
@@D3kryption The C++ method, or 'MoviePlayer' method is also somewhat restrictive. It uses the older 'Slate' system to display the loading screen 'widget', and the way the system is implemented, when any persistent UWorld is requested to be loaded it will call the functions to switch the displayed thread. Therefore for every transition between persistent worlds you ideally need a slate widget designed (does not have a helpful design UI like UMG, it uses older HTML-esque principles). This can make dynamic hints or screenshots more complicated to include in those loading screens.
This loading screen thing is what I need for my open world RPG, thank you
Happy to help! :D
Go thank the creator of the plugin. He did all the work.
You been putting out banger videos my man! I was just about to add a loading/ menu in my game and this helps a lot! Have you made a dialogue event like Until dawn with sequence events? Eventually, I'm going to look into that in combination with Narrative.
Thank you my friend! :D
I haven't yet, but I'm waiting until the next update in Narrative comes out as there is some BIG changes for sequences :)
@@D3kryption Nice =)
This plugin is good, but it doesn't work well when you work on a project that you will stream with pixelstreaming. After trying this plugin and other payed plugins I found that it is better to make the loading screen using the async nods via blueprints. It is the best solution that works in both local and pixel streaming. another issue I faced after the game loads is stuttering when because even by using async loading, the textures and shaders in the loaded levels have to compile once they are loaded therefore the only plugin that fixed this issue is the shader compilation screen.
This is really interesting! I've never actually heard of pixel streaming so thank you for that!
I have noticed that the textures have to compile but that is only once. After that it all works fine.
Which Async nodes do you mean? Streaming Levels?
Fantastic video, thanks!!!
Thank you!
Hey cool video one thing tho it would've made more sense to use like a menu with buttons aka(start exit) for this purpose but someone with years of gamedev experience in Unity and now using Unreal I understand its the same, tho for newer people this might be not be that simple 🤔
anyways great content 👍
Nice work. I think we cannot have multiple assets for throbber? like the index we can use for the tip? I wanted to have 2 or different throbbers using image sequence. Thanks
With the current version no, you can only select a single throbber.
but I think if you open the source code and find all the references to it, it shouldn't be too hard to duplicate it :)
Was this video inspired after playing the Knights Path? 😅 Good job, btw, exactly what I need, thanks! 😊
Knights Path? You mean that amazing Knights game coming to steam soon that plays, looks, feels amazing? It could have been! 😅
Thank you so much!!!
Most welcome! :D
my game was showing up before the load of the level, looking very unprofessional, and async load fixed it, i tried add lots of loading screen, except for streaming since thats more complex levels i believe but it was next, but once i saw async work perfectly for my mobile game, it was very well!
Happy to help! hopefully I'll get to see your game one day! :D
@@D3kryption yeah 😅
Does this plugin work with streaming levels?
🎉
In standalone, I only get the startup screen. For the loading screen, I get the default black screen with three animated dots that change in size. Is there something in UE5 taking over the loading screen that I need to turn off?
Figured it out. I had some really old code in my GameInstance class that was setting up loading screen settings. I removed it and it works fine now.
Happy to hear you fixed it! :D
Does this work with 'ServerTravel' to switch maps in a multiplayer game? It looks like it specifically looks for 'open level'
I'm not 100% sure. I've checked the docs and it doesn't say anything about it. I think it does only work with OpenLevel so maybe not.
good job
Thanks for watching!
Is this works in Server Travel? Thanks.
I don't know waht server travel is. Assuming you mean changing levels on a multiplayer game but I don't know. It doesn't say anything about mutliplayer
I don't want to show a loading screen at startup as I already have a widget for that. Only between levels so I've set up a background for the Default loading screen and not Startup loading screen however it's still showing the default one in startup for some reason. Any idea how to fix this? I'm also having another issue where when changing between levels, the layout of the loading screen loads before the actual background does which is bizarre.
That is really odd!
If you don't assign any startup loading screen details it should just ignore it. You aren't using the old style startup movies property are you? This disables that
Is your background huge in size / resolution? It has to load it into memory and if its huge it can lag / be low quality while it does :)
@D3kryption Nope haven't used the old style at all as I'm still a beginner and have never made use of it 😂.
Also nope the background is only 2MB in size so surely that's not too large?
@@samanson2001 2MB is a little large for an image. Have you tried converting it to a JPG and trying it? My images at 1440p are normally less than 500kb
I'm having the exact same issue, did you find a work-around for it?
@@alexegelston7984 unfortunately I haven't yet
Hey, have you had any problems with the level build? The plugin works in Standalone Game, but in the build the video for the loading screen just doesn't appear. Can you help with some advice?
Hey!
The only place this works is on built games or standalone games. It doesn't work if you play in engine or play in external window :)
Why does my opening cinematic start on the small screen?
Is your opening cinematic image / video really small as in resolution?
How could i make a progress circle throbber? so that the white part has finished loading and it starts filling up the circle? like the one in The Last Of Us part 2
Hey! Having a look at the docs, I think that might have to be a custom implementation tbh! I can't see any sort of progress update.
@@D3kryption Yeah, I think I need to touch c++, in a couple months I plan to start learning it so yeah 😄
There's a white bar at the bottom of the loading screen that I cannot seem to be able to get rid of. Do you happen to know when it's happening?
Hey
If you look under tooltips or messages (I can't remember what its called) its the apprence of that :)
@@D3kryption so I've figured it out, my view port resolution was a taller aspect ratio than my loading screen background resolution so it caused a white bar to show up in the bottom
i dont understand why it doesnt work... i got an mp4 intro i use the same exact name inside the text box without extensions. i got the file inside Content/Movies/ im here trying 2 days to find a solution... ive watched your video like 15times already :P thats crazy
It could be the codec used in the mp4 as that sounds all right to me. If you download Unreal startup intro video (google it you'll find it real quick) and try that instead. If it works, your setup is good and its the video.
the video plays normally,but after that it goes straight to level,no image or loading
Did you untick the minimum loading screen display time and auto complete when loading completes? :)
So my movie doesn't start up, and I don't know why because its a media file in mp4 format in my project
Glad you found the solution! :)
same issue, how did you resolve it?
@@Publius883 Double check you have the exact right movie name. Try removing spaces from the video and make sure its a .MP4
When I run the standalone game, or even the packed game, my 2 intro movies are in widowed screenmode and ind different resolutions, then it went into Main Menu which is in Level Blueprint setted as fullscreen so then its fine. How to Change Screenmode and resolution of Intro Movies?
Hey
I've never had this issue before. Thats odd!
Are your movies the correct resolution? I'm not sure if you have a monitor thats 2560x1260
and your movies are 1080x768
If they will play windowed
You can achieve the same thing with streaming levels too.
how can you do that
@@Chinesestud there are a lot of tutorials that explain how it's done. Just look up ""how to make a loading screen with streaming levels" or something like that.
@@catninja4950 oh wait I thought you meant you could use this plugin with streaming levels.
When I package/build the game, it stops working for some reason... It loads for 10 seconds, but then it freezes on the loading screen and I have to force the game shut. What can be the reason for this?
Are you using high quality artwork like several MB? :)
Can I set my own screen for the loading interface?
I can't download your comparison table....
You can use a flat ui umg to click and then load it.
Can't the button directly open the map using open level?
He can't use the normal preview, he can only use the game mode! This way I will lose some files...
Hey!
Sorry I don't fully understand.
- Yes you can use your own images for the loading screen
- What comparison table?
- Yes you can use Flat UI UMG, it just shows when you use OpenLevel :)
- What do you mean only use the game mode?
I almost believed about C++ XD
Could you please do a lobby or UI for a battle royale game ❤
Thanks for the suggestion!
I've wrote it down to find out for myself but I have 0 experience with multiplayer games haha
Thanks for accepting my suggestion ❣️. Btw I hope you will find it and do the video or battle royale series 😅
For world partition ?
World Partition doesn't need a loading screen as it loads on the fly
How do I regulate how often the image changes?
Do you mean during a single load sequence?
I don't think you can. I think it shows the loading screen background then doesn't change. I think you would have to look into the plugin and add that :)