Loading Screen Foundations
A fully automatic loading screen: build the widget, feed it tips and backgrounds, and hold it from game code.
What you'll learn
- Explain how the manager decides to show and hide — and why you never call Show
- Build a loading screen widget that reads the current tip and background
- Register the widget in Project Settings and test a level transition
- Author weighted tip and background collections
- Hold the screen from Blueprint or C++ while your systems finish
- React to visibility and content-ready events
Curriculum
- 1Automatic by DesignThe manager evaluates 16 show conditions every frame — your job is the widget, not the choreography.2 min
- 2Enable the PluginTick CrimsonLoadingScreen (and CrimsonCommon), restart. The manager starts with the game instance.2 min
- 3Build the WidgetA standard UMG widget that reads the current tip and background from the manager in Construct.5 min
- 4Register & TestOne project setting, then a level transition to see it live — plus the PIE quirks that trip everyone.4 min
- 5Tips & BackgroundsTwo data assets drive the rotation: weighted, categorized tips and a pool of UI materials.5 min
- 6Hold the Screen from Game CodeKeep the screen up while your own systems finish — a process task in Blueprint, an interface in C++.4 min
- 7React to Loading Screen EventsTwo delegates — visibility changed and content ready — bound from something that survives travel.4 min