| IPreLoadScreen
|
Module |
|
Header |
/Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreenBase.h |
Include |
#include "PreLoadScreenBase.h" |
class FPreLoadScreenBase : public IPreLoadScreen
Base implementation of the IPreLoadScreen that handles all the logic for controlling / updating the UI for PreLoadScreens. Designed to be overriden by a game specific Plugin that calls FPreloadScreenManager::RegisterPreLoadScreen so that functions are called by the PreLoadScreenManager correctly.
Name | Description | ||
---|---|---|---|
|
bIsEngineLoadingFinished |
||
|
OwningWindow |
Name | Description | |
---|---|---|
|
FPreLoadScreenBase() |
Name | Description | |
---|---|---|
|
~FPreLoadScreenBase() |
Name | Description | ||
---|---|---|---|
|
InitSettingsFromConfig ( |
Handles constructing a FPreLoadSettingsContainerBase with the. |
|
|
SetPluginName ( |
Set what plugin is creating this PreLoadScreenBase. |
Name | Description | ||
---|---|---|---|
|
CleanUp() |
||
|
float |
GetAddedTickDelay() |
By default have a small added tick delay so we don't super spin out while waiting on other threads to load data / etc. |
|
GetPreLoadScreenTag() |
PreLoadScreens not using this functionality should return NAME_None. |
|
|
EPreLoadScre... |
GetPreLoadScreenType() |
IMPORTANT: This changes a LOT of functionality and implementation details. |
|
TSharedPtr< ... |
GetWidget() |
|
|
const TShare... |
GetWidget() |
|
|
Init() |
||
|
IsDone() |
Default behavior is just to see if we have an active widget. Should really overload with our own behavior to see if we are done displaying. |
|
|
OnPlay |
Store off TargetWindow. |
|
|
OnStop() |
Callback for when a PreLoadScreen is no longer being displayed. |
|
|
RenderTick ( |
This tick happens as part of the slate render tick during an EarlyStartupLoadScreen. |
|
|
SetEngineLoadingFinished ( |
||
|
ShouldRender() |
Whether an EarlyStartupLoadScreen should render. |
|
|
Tick ( |
We don't use these in the FPreLoadScreenBase, but they are useful for game-specific implementations. |