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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 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
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)
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
MultiplayerGameMap
loads, I immediately add the loading screen to the viewportBP_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.@LiuTianZ @NBH99 Please help :(
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