ue4plugins / LoadingScreen

A plugin for Unreal Engine 4 to expose simple controls for managing load screens.
MIT License
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Default Screen does not seem to kick in. #2

Closed PatrykSzczerbinski closed 8 years ago

PatrykSzczerbinski commented 8 years ago

Hi,

We are using this plugin for our multi platform game that we are developing.

We ran into a problem where the startup screen works fine and shows up at the correct time, but unfortunately, the default screen does not show up at all when changing in-between maps.

Do you have any ideas why this would be happening? Let me know if you have any tips for us to try to get this issue fixed.

Thank you and regards.

EDIT: It does work on some levels every time but on some it doesn't at all.

varomix commented 8 years ago

Hi Same problem here the startup screen shows but not the Default between maps

Thanks

KevinSoares commented 8 years ago

Also having the same issue works when loading into the game but as soon as you try to load another map its a no go

nickdarnell commented 8 years ago

Hmm, does anything show up? No text, no loading throbber? Just black?

varomix commented 8 years ago

I get nothing, I added a LOG message in the code and I can see that log but nothing else, I was trying to figure it out but got busy doing something else, that's all I tested

PatrykSzczerbinski commented 8 years ago

We get nothing as well. I'm not sure but it seems like it either is being overwritten(if that's possible), or it just doesn't start the Movie... I'm not too sure what is happening.

nickdarnell commented 8 years ago

Are all of you using movies, or just text/texture?

varomix commented 8 years ago

I'm just using an image plus text

PatrykSzczerbinski commented 8 years ago

Sorry, we are just using a text and a throbber.

nickdarnell commented 8 years ago

Looks like it's going to require some improvements to the movie player.

PatrykSzczerbinski commented 8 years ago

That doesn't sound like a quick fix. Do you know when we could be expecting something that might get it working again? Thanks

nickdarnell commented 8 years ago

Will fix it in 4.12 - basically need to add an event to movie player to request setup of the loading screen if it hasn't been already setup when it attempts to launch the load screen. Depending on PreMapLoad is basically the problem, because you're dependent on the call order of the delegate to setup the movie player before it gets called.

feuxphep commented 8 years ago

I'm also having issues with the Default between maps screen. However, I noticed some strange behavior that no one mentioned. I find that it will actually display every other time you do an open command. I loaded a map from my main menu and it didn't display. Then I disconnected (loading the MainMenu map) and it displayed. At first I thought it was something special with my MainMenu map. But that is not the case. When I traveled around with "open" commands I found the loading screen displayed on alternating "open" commands. So one time it displays, next time it doesn't, rinse, repeat. This might be the behavior OP mentions when he says it works on "some" maps.

nickdarnell commented 8 years ago

yeah, that matches what i would expect, because of the order, it's setting up the -next- map, instead of the current map, because of the PreLoadMap call order.

CHADALAK1 commented 8 years ago

Strange on my end, none of the visuals is showing for the load map on mine. No Text, no image, no movies being played. I did check the PreLoad and PostLoad debug checks and they are being called.... just for some reason nothing is happening visually. But i did see a recent fix with this in 4.12 preview 2 . Apparently, it seems to be this

Fixed! UE-30085 Loading Screens Play Before PreLoadMap Finishes

PatrykSzczerbinski commented 8 years ago

Nick,

Can we only grab the CL# 2959701 from Perforce if we are on 4.11.2? Would only grabbing this changelist make the loading screens working or do we need to grab the whole 4.12 update?

Thanks

nickdarnell commented 8 years ago

Sure - but it won't just fix everything. It requires changes to this plugin to take advantage of the improvements, been waiting to add those fixes to github until 4.12 is closer to completion.

nickdarnell commented 8 years ago

There are some other issues I'm investigating that I plan to find some time to solve some night - my choice to use UFonts might be a problem. if the UFont is first loaded on the main thread, the linker remembers the thread it was loaded on - and explodes when it attempts to load the bulk data containing the ttf data. So... gota do something about that.

PatrykSzczerbinski commented 8 years ago

Sounds good. Thanks a lot for this, will be waiting for the fix. I guess 4.12 will not come out for the next couple of weeks anyway right?

Kenomica commented 8 years ago

Just found this plugin - and although it is not working with any map changes / default screen, seeing how it works with the startup screen looks great. Thanks for all the work you're putting in to it, I look forward to the 4.12 version.

Hevedy commented 8 years ago

4.12 released, now what ? :)

nickdarnell commented 8 years ago

Pushed out some changes - should work in 4.12 now.

Hevedy commented 8 years ago

@nickdarnell thanks you!

Kenomica commented 8 years ago

@nickdarnell Thanks! Excited to use this!

Kenomica commented 8 years ago

It certainly works now, however when packaging (Win32 or 64 Shipping) I get the error

"Assertion failed: IsValid() [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 728]"

and the package fails.

Also, I noticed that the font and font size no longer actually change anything.

nickdarnell commented 8 years ago

Callstack? The font thing is expected - if it is causing cross thread problems from the linker being used on two threads. @Kenomica

Kenomica commented 8 years ago

@nickdarnell - Thanks for the reply. Really appreciate your work on this.

It's definitely this plugin causing the package fail. When disabled, the game packages fine - (I use other plugins such as Rama's Victory Plugin, Fmod,etc.)

There is no crash, the loading screen works great when playing in standalone through the editor (Doesn't show up in PIE, but I think I recall that being intended behaviour) but I cannot package the game.

I've attached the Output Log.

Output Log.txt

nickdarnell commented 8 years ago

It's crashing - cooking happens in another process, so it's just silently dying :) Odd that there's no callstack, though are you on a binary build with no symbols downloaded from the launcher?

Kenomica commented 8 years ago

Ah, okay. I Never realised that.

Yeah, binary build - just checked and no symbols downloaded. Just to test, I'll download the symbols and check again.

EDIT : Tried it, same result.

nickdarnell commented 8 years ago

Fixed. Was crashing because slate app wasn't initialized and I forgot to check.