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API > API/Runtime > API/Runtime/PreLoadScreen
The Slate thread is simply run on a worker thread. Slate is run on another thread because the game thread (where Slate is usually run) is blocked loading things. Slate is very modular, which makes it very easy to run on another thread with no adverse effects. It does not enqueue render commands, because the RHI is not thread safe. Thus, it waits to enqueue render commands until the render thread tickables ticks, and then it calls them there.
| Name | FPreLoadScreenSlateThreadTask |
| Type | class |
| Header File | /Engine/Source/Runtime/PreLoadScreen/Public/PreLoadSlateThreading.h |
| Include Path | #include "PreLoadSlateThreading.h" |
Syntax
class FPreLoadScreenSlateThreadTask : public FRunnable
Inheritance Hierarchy
- FRunnable → FPreLoadScreenSlateThreadTask
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FPreLoadScreenSlateThreadTask
(
FPreLoadScreenSlateSynchMechanism& InSyncMechanism |
PreLoadSlateThreading.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| SyncMechanism | FPreLoadScreenSlateSynchMechanism * | Hold a handle to our parent sync mechanism which handles all of our threading locks | PreLoadSlateThreading.h |
Functions
Public
Overridden from FRunnable
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Exit() |
PreLoadSlateThreading.h | ||
virtual bool Init() |
PreLoadSlateThreading.h | ||
virtual uint32 Run() |
PreLoadSlateThreading.h |