Lightcaster-Studios / Lightcaster-Studios/Beamerman
[Online] Loading screen does not work when clients connecting to host
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- Dominant language
- C++
- Stars
- 1
- Forks
- 5
- PR merge metrics
- No merged PRs in 30d
Description
When a client connects to the host, they are able to see the camera changes before the camera goes to the lobby camera.
I have tried to fix this, using the following methods
- When the
MultiplayerGameMaploads, I immediately add the loading screen to the viewport- This does not work, as the player will still see the camera change BEFORE the loading screen comes out
- In the
BP_OnlineMultiplayerPlayer,EventBeginPlay, I add the loading screen to the viewport for that pawn instantly, then make a call to remove it from the level blueprint.- This also does not work and has the same issue as (1)
@LiuTianZ @NBH99 Please help :(
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First steps
- Read the whole issue, then the project's contributing guide.
- Comment on the issue to say you are picking it up — it saves two people doing the same work.
- Fork the repository and make your change on a branch.
- Open a pull request that references the issue number.
Research direction
Start by reproducing the client connection flow around MultiplayerGameMap and BP_OnlineMultiplayerPlayer, including EventBeginPlay and the level blueprint calls described in the issue. Done means a connecting client sees the loading screen before any camera change, rather than briefly seeing the previous camera view.
Written by the indexing model from the issue text.
Assessment
- Tech stack
- unreal-engine
- Domain
- game-dev
- Issue type
- Bug
- Difficulty
- 4/5
- Estimated time
- 3-5 days
- Activity status
- Stale
- Clarity
- Mostly clear
- Newbie friendliness
- 42/100