Level Transition System

The “LEVEL TRANSITION SYSTEM” is a system to display an animated Level Transition and/or important information between your levels. Create stunning, three-dimensional and AAA quality transitions for your levels in just a few clicks!

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Description

Updated Preview: Video

Preview: Video

Implementation: Video

Discord

Welcome

You probably know it. You have created two beautiful levels for your game and now you want to connect them. But somehow normal transitions or LoadingScreens are too boring for you. With our system you can now easily create stunning, three-dimensional and AAA quality transitions for your levels, all with just a few clicks!

In the following lines we will explain what the system can do and what you can use it for.

Container System

Thanks to our simple and understandable documentation, anyone can use the system without being an expert in C++ or Unreal Blueprints. In fact, you don’t need any programming experience at all! Thanks to the flexible and efficient “Container Management System”, anyone can create their transition without writing a single line of code.

Each container contains a heading, an information text, an indication of the minimum time to be spent in transition, a mesh for the rotating actor and an indication of the rotation speed of the rotating actor. The import of the containers into the Transition Manager is already done automatically, so you can always modify the container structure and use the new values directly.

The containers will be randomly selected as long as you did not specify a custom container when you started the transition.

Custom Save System

So that we can work with values over different levels, the values are written in a custom Save File directly at the trigger event for the transition. This file is then loaded at the beginning of the transition level where the values are then read and updated if necessary.

In this way, the system knows, for example, to which level it should finally load. Furthermore, we can prevent the self-container from being loaded twice in a row, which can significantly increase the user experience.

Spawning Manager

To avoid problems after loading into the new level, we have developed the Spawning Manager. This takes care among other things that you can spawn the player at one or more positions selected by you. But even if you don’t want to spawn the player with the spawning manager, it should be placed in your levels, because it also performs other important processes, such as resetting the input mode.

HUB Map Layout

To illustrate how easy it is to travel from level to level we have created a HUB level that connects several levels. From the HUB you can load into four different levels which can then load back into the HUB or another level. A diagram of how exactly the demo levels are structured in this project can be found in the documentation. The levels have been equipped with the free Easy Grid material so that they can be clearly distinguished from one another.

The “LEVEL TRANSITION SYSTEM” contains:

Added in last update:

Fixed Bugs:

Levels:

Currently Working on:

Technical Details

Number of Blueprints: 10 Blueprints

Supported Development Platforms:

Windows: (Yes)

Mac: (Not tested)

Documentation: PDF

Important/Additional Notes: I want to mention that this is not a real loading screen. It is just a level that is loaded between two other levels! A “Level transition”. No Animations / Poses included!

Supported Engine Versions

4.27, 5.0 – 5.3