FPreLoadScreenBase

Base implementation of the [IPreLoadScreen](API\Runtime\PreLoadScreen\IPreLoadScreen) that handles all the logic for controlling / updating the UI for PreLoadScreens.

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Inheritance Hierarchy

References

Module

PreLoadScreen

Header

/Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreenBase.h

Include

#include "PreLoadScreenBase.h"

Syntax

class FPreLoadScreenBase : public IPreLoadScreen

Remarks

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.

Variables

Name Description

Protected variable

TAtomic< bool >

 

bIsEngineLoadingFinished

Protected variable

TWeakPtr< SWind...

 

OwningWindow

Constructors

Name Description

Public function

FPreLoadScreenBase()

Destructors

Name Description

Public function Virtual

~FPreLoadScreenBase()

Functions

Name Description

Public function Virtual

void

 

InitSettingsFromConfig

(
    const FString& ConfigFileName
)

Handles constructing a FPreLoadSettingsContainerBase with the.

Public function Virtual

void

 

SetPluginName

(
    const FString& PluginNameIn
)

Set what plugin is creating this PreLoadScreenBase.

Overridden from IPreLoadScreen

Name Description

Public function Virtual

void

 

CleanUp()

Public function Virtual

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.

Public function Virtual Const

FName

 

GetPreLoadScreenTag()

PreLoadScreens not using this functionality should return NAME_None.

Public function Virtual Const

EPreLoadScre...

 

GetPreLoadScreenType()

IMPORTANT: This changes a LOT of functionality and implementation details.

Public function Virtual

TSharedPtr< ...

 

GetWidget()

Public function Virtual Const

const TShare...

 

GetWidget()

Public function Virtual

void

 

Init()

Public function Virtual Const

bool

 

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.

Public function Virtual

void

 

OnPlay

(
    TWeakPtr< SWindow > TargetWindow
)

Store off TargetWindow.

Public function Virtual

void

 

OnStop()

Callback for when a PreLoadScreen is no longer being displayed.

Public function Virtual

void

 

RenderTick

(
    float DeltaTime
)

This tick happens as part of the slate render tick during an EarlyStartupLoadScreen @note Called on the render thread

Public function Virtual

void

 

SetEngineLoadingFinished

(
    bool IsEngineLoadingFinished
)

IsDone when GetPreLoadScreenType() returns EPreLoadScreenTypes::EngineLoadingScreen

Public function Virtual Const

bool

 

ShouldRender()

Whether an EarlyStartupLoadScreen should render

Public function Virtual

void

 

Tick

(
    float DeltaTime
)

We don't use these in the FPreLoadScreenBase, but they are useful for game-specific implementations.