Startup Movies and Loading Screens are interrupted if a streaming level is set to Initially Loaded

When playing a StartupMovie, the flag “Wait For Movies To Complete” has no effect if the level being loaded has one or more streaming levels set to initially loaded.

Similarly, when using a LoadingScreen, bAutoCompleteWhenLoadingCompletes and MinimumLoadingScreenDisplayTime will have no effect when one or more initially loaded streaming levels is present.

I believe this is the same issue reported here: Startup movies don't run if streaming levels are enabled - World Creation - Epic Developer Community Forums

Steps:

  1. Create a new project
  2. Add a StartupMovie (using ProjectSettings | Movies | StartupMovies). You can use the TestVideo provided by here : Startup movie help - Audio - Epic Developer Community Forums
  3. Set “Wait For Movies to Complete” to checked
  4. At this point, package the project and run the exe to show that the movie completes before the game starts.
  5. Add a new level via the Levels panel
  6. Open the Level Details for the new level and set “Initially Loaded” and “Initially Visible” to true
  7. Package the project again, run the exe, and note that the movie is now interrupted and the game starts almost immediately

As noted above, the same effect occurs for LoadingScreens. I set them up following this guide: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums. With streaming levels initially loaded, the loading screen will not wait for completion or for the specified duration.

Thanks,
-Kelson

Hi KGist,

I was able to reproduce this on my end and have entered a bug report, UE-33576, to be assessed by the development staff.

Great! Thanks, .

I had this same issue because I was calling on load streaming level even if it was unchecked to show once loaded. I stopped it by changing to load level on a action of pushing the button of start game.

UEunreal-engine-issues.herokuapp.com/issue/UE-33576

Perhaps Level Streaming has to be enabled too?