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API > API/Runtime > API/Runtime/PreLoadScreen
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 | FPreLoadScreenBase |
| Type | class |
| Header File | /Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreenBase.h |
| Include Path | #include "PreLoadScreenBase.h" |
Syntax
class FPreLoadScreenBase : public IPreLoadScreen
Implements Interfaces
Derived Classes
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPreLoadScreenBase() |
PreLoadScreenBase.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FPreLoadScreenBase() |
PreLoadScreenBase.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| PluginName | FString | The name of the Plugin creating this FPreLoadScreenBase. | PreLoadScreenBase.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void InitSettingsFromConfig
(
const FString& ConfigFileName |
Handles constructing a FPreLoadSettingsContainerBase with the. | PreLoadScreenBase.h | |
virtual void SetPluginName
(
const FString& PluginNameIn |
Set what plugin is creating this PreLoadScreenBase. | PreLoadScreenBase.h |
Overridden from IPreLoadScreen
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CleanUp() |
PreLoadScreenBase.h | ||
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. | PreLoadScreenBase.h | |
virtual FName GetPreLoadScreenTag() |
PreLoadScreens not using this functionality should return NAME_None. | PreLoadScreenBase.h | |
virtual EPreLoadScreenTypes GetPreLoadScreenType () |
IMPORTANT: This changes a LOT of functionality and implementation details. | PreLoadScreenBase.h | |
virtual TSharedPtr< SWidget > GetWidget () |
PreLoadScreenBase.h | ||
virtual const TSharedPtr< const SWidget > GetWidget () |
PreLoadScreenBase.h | ||
virtual void Init() |
PreLoadScreenBase.h | ||
virtual 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. | PreLoadScreenBase.h | |
| Store off TargetWindow. | PreLoadScreenBase.h | ||
virtual void OnStop() |
Callback for when a PreLoadScreen is no longer being displayed. | PreLoadScreenBase.h | |
virtual void RenderTick
(
float DeltaTime |
This tick happens as part of the slate render tick during an EarlyStartupLoadScreen | PreLoadScreenBase.h | |
virtual void SetEngineLoadingFinished
(
bool IsEngineLoadingFinished |
@See IsDone when GetPreLoadScreenType() returns EPreLoadScreenTypes::EngineLoadingScreen | PreLoadScreenBase.h | |
virtual bool ShouldRender() |
Whether an EarlyStartupLoadScreen should render | PreLoadScreenBase.h | |
virtual void Tick
(
float DeltaTime |
We don't use these in the FPreLoadScreenBase, but they are useful for game-specific implementations. | PreLoadScreenBase.h |