Networking : Draw a splash screen before world load
Good morning everyone.
I have built a couple of networked VR and desktop applications using dedicated servers and I cannot seem to work out how to correctly draw a splash screen before the world loads.
Actually drawing the splash screens for the VR and desktop clients isn't a problem, however I do not know the correct place to handle the spawn logic. Right now, there is approximately 3 seconds when the map loads, be it application initialize or post seamless travel before any UI get's drawn. The users can see all the world geometry popping in and the setup process of the actors in the world.
I believe my problems are due to my client logic being called on / after PostLogin on the game mode and when the pawns possessed, which of course happens after the world has already loaded. So I need a way of triggering this logic on the clients before PostLogin gets called.
I have tried modifying the default controller, HUDs, and pawn classes to get this to draw automatically when the objects are created and even tried to implement a solution during construction time. One of the approaches I have tried was creating a custom default camera manager class, and "SetManualCameraFade" immediately to try block out the view of the world loading.
Judging by the lack of posts with people having similar issues, I am hoping that I am missing something really obvious and this is a simple and easy fix.
I am not too bothered about the splash screen itself. This is more about blocking the view of the world loading from the player.
I have tried drawing splash screens using: Widgets on the controller, widgets on the HUD and VR Splash screen nodes and disabling of camera manager.
These are Blueprint and C++ projects.
Thank you for your time.
For anyone who has the same issue, here is my current solution.
Using the "PreClientTravel" in the player controller (for when seamless travel is instigated). I create a stereo layer component to my VR pawn and draw the loading screen.
My solution works fine for seamless travel, but not for hard travel. If anyone has any other/better solutions they would be welcomed.
answered Mar 24 '19 at 03:54 PM
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