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API > API/Runtime > API/Runtime/PreLoadScreen
Class that handles storing all registered PreLoadScreens and Playing/Stopping them.
| Name | FPreLoadScreenManager |
| Type | class |
| Header File | /Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreenManager.h |
| Include Path | #include "PreLoadScreenManager.h" |
Syntax
class FPreLoadScreenManager
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPreLoadScreenManager() |
Default constructor. We don't want other classes to make these. Should just rely on Get() | PreLoadScreenManager.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
~FPreLoadScreenManager() |
PreLoadScreenManager.h |
Structs
| Name | Remarks |
|---|---|
| FPreLoadScreenManagerDelete | Singleton Instance. |
Typedefs
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| FIsPreloadScreenResponsibleForRenderingMultiDelegate | TMulticastDelegate_OneParam< void, bool > | PreLoadScreenManager.h | |
| FOnPreLoadScreenManagerCleanUp | TMulticastDelegate_NoParams< void > | Callback for handling cleaning up any resources you would like to remove after the PreLoadScreenManager cleans up Not needed for PreLoadScreens as those have a separate CleanUp method called. | PreLoadScreenManager.h |
Constants
| Name | Type | Remarks | Include Path |
|---|---|---|---|
| ActivePreloadScreen | TWeakPtr< IPreLoadScreen > | PreLoadScreenManager.h | |
| ActivePreloadScreenCriticalSection | FCriticalSection | PreLoadScreenManager.h | |
| bRenderingEnabled | std::atomic< bool > | PreLoadScreenManager.h | |
| Instance | TUniquePtr< FPreLoadScreenManager, FPreLoadScreenManagerDelete > | PreLoadScreenManager.h |
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| IsResponsibleForRenderingDelegate | FIsPreloadScreenResponsibleForRenderingMultiDelegate | PreLoadScreenManager.h | ||
| OnPreLoadScreenManagerCleanUp | FOnPreLoadScreenManagerCleanUp | PreLoadScreenManager.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
TSharedPtr< SWindow > GetRenderWindow() |
PreLoadScreenManager.h | ||
bool HasActivePreLoadScreenType
(
EPreLoadScreenTypes PreLoadScreenTypeToCheck |
PreLoadScreenManager.h | ||
bool HasRegisteredPreLoadScreenType
(
EPreLoadScreenTypes PreLoadScreenTypeToCheck |
PreLoadScreenManager.h | ||
bool HasValidActivePreLoadScreen() |
PreLoadScreenManager.h | ||
void Initialize
(
FSlateRenderer& InSlateRenderer |
PreLoadScreenManager.h | ||
bool IsEngineLoadingComplete() |
PreLoadScreenManager.h | ||
bool IsUsingMainWindow() |
PreLoadScreenManager.h | ||
void PassPreLoadScreenWindowBackToGame() |
PreLoadScreenManager.h | ||
bool PlayFirstPreLoadScreen
(
EPreLoadScreenTypes PreLoadScreenTypeToPlay |
Plays the first found PreLoadScreen that matches the bEarlyPreLoadScreen setting passed in. | PreLoadScreenManager.h | |
bool PlayPreLoadScreenWithTag
(
FName InTag |
Plays the PreLoadScreen with a tag that matches InTag | PreLoadScreenManager.h | |
void RegisterPreLoadScreen
(
const TSharedPtr< IPreLoadScreen >& PreLoadScreen |
PreLoadScreenManager.h | ||
void SetEngineLoadingComplete
(
bool IsEngineLoadingFinished |
PreLoadScreenManager.h | ||
void StopPreLoadScreen() |
PreLoadScreenManager.h | ||
void UnRegisterPreLoadScreen
(
const TSharedPtr< IPreLoadScreen >& PreLoadScreen |
PreLoadScreenManager.h | ||
void WaitForEngineLoadingScreenToFinish() |
PreLoadScreenManager.h |
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void BeginPlay() |
PreLoadScreenManager.h | ||
void CleanUpResources() |
PreLoadScreenManager.h | ||
void EarlyPlayFrameTick() |
Separate tick that handles. | PreLoadScreenManager.h | |
void EarlyPlayRenderFrameTick() |
PreLoadScreenManager.h | ||
void GameLogicFrameTick() |
PreLoadScreenManager.h | ||
| PreLoadScreenManager.h | |||
const IPreLoadScreen * GetActivePreLoadScreen () |
PreLoadScreenManager.h | ||
void HandleCustomSplashScreenPlay() |
PreLoadScreenManager.h | ||
void HandleEarlyStartupPlay() |
PreLoadScreenManager.h | ||
void HandleEngineLoadingPlay() |
PreLoadScreenManager.h | ||
void HandleStopPreLoadScreen() |
PreLoadScreenManager.h | ||
bool HasActivePreLoadScreenTypeForEarlyStartup() |
PreLoadScreenManager.h | ||
void PlatformSpecificGameLogicFrameTick() |
PreLoadScreenManager.h | ||
void PlayPreLoadScreenAtIndex
(
int32 Index |
PreLoadScreenManager.h | ||
void RenderTick_RenderThread
(
FRHICommandListImmediate& RHICmdList |
PreLoadScreenManager.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static bool ArePreLoadScreensEnabled() |
PreLoadScreenManager.h | ||
static void Create() |
PreLoadScreenManager.h | ||
static void Destroy() |
PreLoadScreenManager.h | ||
static void EnableRendering
(
bool bEnabled |
PreLoadScreenManager.h | ||
static FPreLoadScreenManager * Get() |
Gets the single instance of this settings object. Also creates it if needed. | PreLoadScreenManager.h | |
static void OnRequestExit() |
PreLoadScreenManager.h | ||
static void StaticRenderTick_RenderThread
(
FRHICommandListImmediate& RHICmdList |
Creates a tick on the Render Thread that we run every. | PreLoadScreenManager.h |