Lightcaster-Studios / Lightcaster-Studios/Beamerman

[Online] Loading screen does not work when clients connecting to host

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Bug Feature.Multiplayer Priority.Medium
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

  1. When the MultiplayerGameMap loads, 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
  2. 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

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. 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

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