BeginnerCrimsonLoadingScreen~26 min7 lessons

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

  1. 1Automatic by DesignThe manager evaluates 16 show conditions every frame — your job is the widget, not the choreography.2 min
  2. 2Enable the PluginTick CrimsonLoadingScreen (and CrimsonCommon), restart. The manager starts with the game instance.2 min
  3. 3Build the WidgetA standard UMG widget that reads the current tip and background from the manager in Construct.5 min
  4. 4Register & TestOne project setting, then a level transition to see it live — plus the PIE quirks that trip everyone.4 min
  5. 5Tips & BackgroundsTwo data assets drive the rotation: weighted, categorized tips and a pool of UI materials.5 min
  6. 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
  7. 7React to Loading Screen EventsTwo delegates — visibility changed and content ready — bound from something that survives travel.4 min