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API > API/Runtime > API/Runtime/PreLoadScreen
Inheritance Hierarchy
- FSharedFromThisBase
- TSharedFromThis
- IPreLoadScreen
- FPreLoadScreenBase
- FPreLoadMoviePlayerScreenBase
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
Constructors
| Type | Name | Description | |
|---|---|---|---|
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | InitSettingsFromConfig
(
const FString& ConfigFileName |
Handles constructing a FPreLoadSettingsContainerBase with the. | |
| void | SetPluginName
(
const FString& PluginNameIn |
Set what plugin is creating this PreLoadScreenBase. |
Overridden from IPreLoadScreen
| Type | Name | Description | |
|---|---|---|---|
| void | CleanUp () |
||
| float | By default have a small added tick delay so we don't super spin out while waiting on other threads to load data / etc. | ||
| FName | PreLoadScreens not using this functionality should return NAME_None. | ||
| EPreLoadScreenTypes | IMPORTANT: This changes a LOT of functionality and implementation details. | ||
| TSharedPtr< SWidget > | GetWidget () |
||
| const TSharedPtr< const SWidget > | GetWidget () |
||
| void | Init () |
||
| 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. | |
| void | Store off TargetWindow. | ||
| void | OnStop () |
Callback for when a PreLoadScreen is no longer being displayed. | |
| void | RenderTick
(
float DeltaTime |
This tick happens as part of the slate render tick during an EarlyStartupLoadScreen | |
| void | SetEngineLoadingFinished
(
bool IsEngineLoadingFinished |
@See IsDone when GetPreLoadScreenType() returns EPreLoadScreenTypes::EngineLoadingScreen | |
| bool | ShouldRender () |
Whether an EarlyStartupLoadScreen should render | |
| void | Tick
(
float DeltaTime |
We don't use these in the FPreLoadScreenBase, but they are useful for game-specific implementations. |