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Lag spike first time i set level as visible but no more lag spike if i do it multiple times by hiding and rehiding... Only first time i get a hitch.

Lag spike first time i set level as visible but no more lag spike if i do it multiple times by hiding and rehiding... Only first time i get a hitch. All levels are loaded from the start but hidden at the start... i am triggering them to hide or show based on location with trigger boxes...

As i said it starts hidden, and first time i make a level visible it gives me a lag spike, but if i trigger it to hide and then trigger it to be visible again it is no lag spike (only first time..) why? Anyway to fix it?

Product Version: UE 4.18
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asked Dec 18 '17 at 09:45 PM in Blueprint Scripting

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kurylo3d
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Hey there, you set all the leves initially loaded but hidden on the level details i assume, how are you toggling the visibility back on?

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answered Dec 18 '17 at 10:41 PM

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xlar8or
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avatar image kurylo3d Dec 19 '17 at 03:06 PM

First screen shot is the settings for the levels ... second screenshot is trigger boxes and level blue print...alt text

alt text

levelsettings.jpg (42.2 kB)
eventgraph.jpg (171.7 kB)
avatar image xlar8or Dec 19 '17 at 05:51 PM

Maybe the first time takes longer because it wasn't visible so he might cache it for future views. You can maybe hack it by making it visible and then hiding it again on the loading screen.

avatar image kurylo3d Dec 19 '17 at 06:24 PM

how would i do that in blue print so that it would hide every level on start if i start them as visible to cache it?

avatar image xlar8or Dec 19 '17 at 07:02 PM

You can try to have the levels start visible and then just do a for loop for all levels and set them to hidden. It' a hack but it might work.

avatar image kurylo3d Dec 19 '17 at 07:20 PM

how do u do that ? :D... i am new to blueprints to be honest. Mostly do art and im trying to make performance top notch.

avatar image xlar8or Dec 19 '17 at 08:19 PM

On the level details you set all of the levels to be visible and on begin play you create an array of map names and make them all hidden with the should be visible you did previously.

avatar image kurylo3d Dec 19 '17 at 08:31 PM

yea i meant how do i create the array and loop and all that via blueprint

avatar image xlar8or Dec 19 '17 at 08:40 PM

Just create an array of names using Make Array and type in all the map names manually, then do a for loop from that array.

avatar image kurylo3d Jan 02 '18 at 09:48 PM

I have no idea how to do this... every tutorial i find seems outdated.. and none of them use this make array thing... that i have no idea how to use.

avatar image xlar8or Jan 02 '18 at 10:06 PM

Paste this into your begin play, fill the array list with all the names of your levels.

avatar image kurylo3d Jan 02 '18 at 10:12 PM

hate to keep bugging you, but where do i paste this? lol.. i dont see any input fields or text fields...

avatar image xlar8or Jan 02 '18 at 10:17 PM

Copy that and paste that into the level blueprint's begin play event and connect the execution wire to the for loop. On the Make Array node you have a few None's, replace them with your level names.

alt text

levels.png (85.1 kB)
avatar image kurylo3d Jan 02 '18 at 10:23 PM

make array doenst have any input fields on my end. How do i make it so I can type in names?

avatar image kurylo3d Jan 02 '18 at 10:40 PM

This doesnt seem to work for setting my sub levels invisible that are set by name... Seems like they all still start visible...

avatar image xlar8or Jan 02 '18 at 10:24 PM

If you use my paste it will, you can connect a make literal name and connect to pin 0 and see if that does it.

avatar image kurylo3d Jan 02 '18 at 10:26 PM

again.. i dont know how or where to paste that... i see nodes.. thats all... and the ability to create nodes...

Nevermind.. I think i just figured that out by randomly right clicking stuff.. THanks for the help!

avatar image xlar8or Jan 02 '18 at 10:27 PM

Ctrl+V on the level blueprint.

avatar image kurylo3d Jan 02 '18 at 10:55 PM

This doesnt seem to work for setting my sub levels invisible that are set by name... Seems like they all still start visible... this doesnt make anything invisible at all...

avatar image kurylo3d Jan 02 '18 at 11:02 PM

Seems like this gets overpowered by the default streaming value.... like setting to start invisible or visible in the levels properties... Aside from that... it seems like there is always a lag spike on making a level visible.... so my original thought was wrong. SO teh question now is... how to i make levels stream or visible/invisible without any lag spikes or hitches

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