Knowledge base
Knowledge base
Knowledge base
Free, anonymous browsing of Unreal Engine Blueprint examples, node references, and best practices. The same content the WoalzCraft plugin uses to generate Blueprints.
27 results for loading
Bind to 'Completed' delegate to handle loaded asset. Cast the loaded Object to your type. Use Soft Object References (not hard refs) for large assets to avoid loading everything upfront.
AsyncLoadAssetUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoSave: CreateSaveGameObject(MySaveGameClass) → Cast → SET variables → SaveGameToSlot(Object, SlotName, 0). Load: DoesSaveGameExist(SlotName, 0) → Branch → True: LoadGameFromSlot(SlotName, 0) → Cast to MySaveGame → GET variables. Put save/load logic in GameInstance for persistence across levels.
Pattern: CreateWidget(WBP_LoadingScreen) → AddToViewport(ZOrder=100) → LoadStreamLevel or OpenLevel(NewMapName). For async: AsyncLoadLevel → OnCompleted → RemoveFromParent(LoadingWidget). Store persistent data in GameInstance before transition. Use Seamless Travel for multiplayer.
SAVE pattern: EventBeginPlay or custom → CreateSaveGameObject(SaveGameClass=BP_SaveGame) → CastTo<BP_SaveGame> → Set all variables on cast result → SaveGameToSlot(SaveGameObject=cast result, SlotName='SaveSlot1', UserIndex=0). LOAD pattern: DoesSaveGameExist(SlotName='SaveSlot1', UserIndex=0) → Branch → True → LoadGameFromSlot(SlotName='SaveSlot1', UserIndex=0) → IsValid → Is Valid → CastTo<BP_SaveGame> → read variables. Key pins: SaveGameToSlot inputs 'SaveGameObject' (SaveGame), 'SlotName' (string), 'UserIndex' (int). LoadGameFromSlot inputs 'SlotName' (string), 'UserIndex' (int), output 'ReturnValue' (SaveGame).
Pattern: custom trigger or UI button → [save player data to SaveSlot] → OpenLevel(LevelName='Level_02', bAbsolute=true, Options=''). For loading screen: SetGlobalTimeDilation(0.001) briefly while level loads (freeze world), or use AsyncLoadLevel with progress callback. Key: OpenLevel is in GameplayStatics. 'LevelName' is the map asset name (not full path). bAbsolute=true discards current level completely. Options string can pass params like '?GameMode=BP_GM'.
UGameplayStatics::OpenLevel. Use OpenLevelBySoftObjectPtr for asset references.
Open LevelUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoReturns nullptr if slot doesn't exist. Always check DoesSaveGameExist first.
Load Game from SlotUE 5.0, 5.1, 5.2, 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agobAbsolute=true reloads from scratch. LevelName is the map asset name without path.
OpenLevelUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoReturns null if slot doesn't exist. Always check IsValid before using the result.
LoadGameFromSlotUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo agoGetCurrentLevelNameUE 5.3, 5.4, 5.5, 5.6, 5.7updated 2mo ago