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Unreal Engine C++ API Reference > Runtime > PreLoadScreen > IPreLoadScreen
- IPreLoadScreen::GetPreLoadScreenType()
- FPreLoadScreenBase::GetPreLoadScreenType()
References
Module | PreLoadScreen |
Header | /Engine/Source/Runtime/PreLoadScreen/Public/PreLoadScreen.h |
Include | #include "PreLoadScreen.h" |
EPreLoadScreenTypes GetPreLoadScreenType() const
Remarks
Should override this function to determine if this screen should be used to handle EarlyStartupScreen behavior
IMPORTANT: This changes a LOT of functionality and implementation details. EarlyStartupScreens happen before the engine is fully initialized and block engine initialization before they finish. this means they have to forgo even the most basic of engine features like UObject support, as they are displayed before those systems are initialized.