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Loading Screen | Verse Made Simple

Loading Screen | Verse Made Simple

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    Details

        Show an animated loading screen to any player in your island — perfect for hiding teleports, masking world changes, and adding a professional feel to transitions.

        What Problem It Solves

        If you’ve ever needed to:

        • Hide players’ view during a teleport so they don’t see the world swap
        • Cover scene changes, round transitions, or asset streaming
        • Run “loading” UI before opening a hub, lobby, or new area
        • Synchronize a fade between two gameplay states

        This device provides a clean, reusable way to show and hide a real UI loading screen for individual players or the whole playspace — driven by triggers or called directly from Verse.

        How It Works

        The device exposes four trigger pins: two inputs (Show, Hide) and two outputs (Show-complete, Hide-complete).

        When the Show trigger fires, the device displays a UMG loading screen widget for the triggering player — or for every player if no agent is supplied. After the fade-in animation finishes, the Show OUT trigger fires so you can chain the next step (teleport, world swap, round start) only once the screen is fully covering the view.

        When the Hide trigger fires, the screen is removed for that player and the Hide OUT trigger fires so dependent devices can run after the fade-out.

        You can also set an optional Duration Override to make the show trigger automatically hide the screen after a set number of seconds, removing the need to wire a separate hide trigger for fixed-length transitions.

        The manager keeps track of:

        • An active loading screen widget per player
        • Automatic cleanup when a player leaves the playspace

        What You Get

        • loading_screen_manager creative device
        • Pre-built UW_LoadingScreen UMG widget with animated spinner
        • Editables for Show / Hide input triggers (per-agent or whole playspace)
        • Editables for Show-complete / Hide-complete output triggers for clean chaining
        • Optional DurationOverride for auto-hide timing
        • Global session access to the active manager instance
        • Public Verse API: ShowLoadingScreen, HideLoadingScreen, ShowLoadingScreenForDuration, ShowLoadingScreenForPlayers, ShowLoadingScreenForAll

        Why It’s Better

        • No need to build your own UMG widget — a polished one ships with the module
        • One device handles single-player and full-playspace use cases
        • OUT triggers let you sequence transitions safely (no early teleports)
        • Per-player state — one player’s screen does not block another
        • Drop-in for both trigger-based and Verse-driven flows
        • Lightweight: widgets are only created while a screen is active

        Useful for:

        • Teleport and portal transitions
        • Hub-to-game and game-to-hub flows
        • Round transitions in PvP and mini-game maps
        • Cinematic intros and outros
        • Scene swaps in story maps
        • Hiding world rebuilds or asset streaming
        • Roleplay world transitions

        Setup (Quick)

        1. Place the Loading Screen Manager device on your island
        2. Wire any device that should open the loading screen to ShowLoadingScreenTriggerIn
        3. Wire any device that should close it to HideLoadingScreenTriggerIn
        4. (Optional) Wire ShowLoadingScreenTriggerOUT to whatever should run once the screen is fully shown
        5. (Optional) Wire HideLoadingScreenTriggerOUT to whatever should run after the fade-out
        6. (Optional) Set DurationOverride for auto-hide timing
        7. From Verse, call into GlobalLoadingScreenManager[GetSession()] to drive the screen programmatically

        The manager registers itself globally on OnBegin and is ready to use as soon as the round starts.

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