Navigation
Unreal Engine C++ API Reference > Runtime > Projects
References
Module | Projects |
Header | /Engine/Source/Runtime/Projects/Public/ModuleDescriptor.h |
Include | #include "ModuleDescriptor.h" |
Syntax
namespace ELoadingPhase
{
enum Type
{
EarliestPossible,
PostConfigInit,
PostSplashScreen,
PreEarlyLoadingScreen,
PreLoadingScreen,
PreDefault,
Default,
PostDefault,
PostEngineInit,
None,
Max,
}
}
Values
Name | Description |
---|---|
EarliestPossible | As soon as possible - in other words, uplugin files are loadable from a pak file (as well as right after PlatformFile is set up in case pak files aren't used) Used for plugins needed to read files (compression formats, etc) |
PostConfigInit | Loaded before the engine is fully initialized, immediately after the config system has been initialized. |
PostSplashScreen | The first screen to be rendered after system splash screen |
PreEarlyLoadingScreen | Loaded before coreUObject for setting up manual loading screens, used for our chunk patching system |
PreLoadingScreen | Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers |
PreDefault | Right before the default phase |
Default | Loaded at the default loading point during startup (during engine init, after game modules are loaded.) |
PostDefault | Right after the default phase |
PostEngineInit | After the engine has been initialized |
None | Do not automatically load this module |
Max | NOTE: If you add a new value, make sure to update the ToString() method below! |
Remarks
Phase at which this module should be loaded during startup.