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Loading Screens?

Started by June 05, 2015 03:06 PM
4 comments, last by Brain 9 years, 7 months ago

So I have made several games but never had the need to use a loading screen, mostly I used a splash screen.

I have a colleague who insists on having a loading screen with a loading bar, so how does it work? We are using the Unreal 4 if any one knows the specifics for it.

I believe it works like this: Level -> LoadingScreen -> New level.

Where the loading screen is a small mostly empty level used to dump things from the memory and load in new things.

However I have no idea how it would work in practice or if I am even correct.

How would the loading bar work then?

There's quite a bit on loading screens with UE4 in the various forums and tutorial sites:

https://forums.unrealengine.com/showthread.php?2786-Loading-Screen

https://answers.unrealengine.com/questions/38017/how-can-i-make-a-loading-screen.html

https://forums.unrealengine.com/showthread.php?56096-Creating-a-loading-screen-progress-bar-with-blueprints

https://wiki.unrealengine.com/Animated_Loading_Screen

Some of the solutions use only blueprints, but it seems that to get the best experience, C++ is needed.

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There's quite a bit on loading screens with UE4 in the various forums and tutorial sites:

Thanks, I have read most of these.

The only one that I like is the last one, but it uses level streaming that I don't want to work with if I don't need it.

I can read the level data and the memory to compare what is loaded, however this isn't working as expected. Even after doing a checkup, only when something new is added it, still extends the loading time from eleven seconds to over a minute.

Also it jumps like mad, often freezing at twenty-two percent and jumping to sixty-nine on one of the testing computers.

I wonder how AAA games do there loading screens, can't find anything explaining it.

I wonder how AAA games do there loading screens, can't find anything explaining it.


If you do, chances are it will be engine specific as a loading screen is heavily dependent upon the asset toolchain and the format used to store your data and also if you plan to load it all up front, or load segments, or stream it.

You might get some inspiration from the link in my signature, I am not using unreal engine, rather c++ from scratch but you might find it useful...


You might get some inspiration from the link in my signature, I am not using unreal engine, rather c++ from scratch but you might find it useful...

Thank you very much, this is exactly what I needed to know.

You might get some inspiration from the link in my signature, I am not using unreal engine, rather c++ from scratch but you might find it useful...

Thank you very much, this is exactly what I needed to know.

You're welcome, glad to hear my ramblings were helpful to someone :)

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