PreLoadMap triggers for other clients while in editor
I made a custom UGameInstance with C++, so that I could tell when the map begins loading. I attached my two functions to these events. When the events fire, I display a loading screen for a few seconds. It works good with the packaged game, but while in the editor, an event on one client causes it to trigger on all clients, even if they are not "connected".
Is this expected? Is there a better way to add a "loading widget" before the player can see the world?
PS, i still need to know how to detect that the world has finished loading, and all the actors are in place.
asked Feb 08 '17 at 08:45 AM in Bug Reports
Thanks for the information. I've tested this setup in a clean project on my end, but I'm not seeing the same results.
Would you mind providing a project that showcases the issue so I can take a closer look at what I could be missing on my end?
answered Feb 09 '17 at 03:03 PM
Sean L ♦♦ STAFF
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