CrimsonLoadingScreen · Lesson 3 of 7
Build the Widget
Before you start
- Completed: Enable the Plugin
Chapters
1. Design the layout
Create a standard UserWidget (e.g. WBP_LoadingScreen) with a full-screen Image (BackgroundImage) and a Text Block (TipText). It's an ordinary widget — style it however your game looks.
2. Read the tip and background
In Event Construct: get the Crimson Loading Screen Manager (a pure getter under Game Instance Subsystems), call Get Current Tip → Set Text, and Get Current Background → Is Valid → Set Brush from Material.
The C++ path
// WBP parent classUPROPERTY(meta = (BindWidget)) TObjectPtr<UTextBlock> TipText;UPROPERTY(meta = (BindWidget)) TObjectPtr<UImage> BackgroundImage;void ULoadingScreenWidget::NativeConstruct(){Super::NativeConstruct();if (UCrimsonLoadingScreenManager* Manager = UCrimsonLoadingScreenManager::Get(this)){TipText->SetText(Manager->GetCurrentTip());if (UMaterialInterface* Background = Manager->GetCurrentBackground()){BackgroundImage->SetBrushFromMaterial(Background);}}}
Ready before Construct
The manager picks the tip and background before the widget constructs — reading them in Construct always gets the values for this load. No binding or polling needed.