CrimsonLoadingScreen · Lesson 1 of 7

Automatic by Design

Beginner2 minOverview

Before you start

  • The CrimsonCommon — Setup & Foundations course
  • Unreal Engine 5.8+
Video coming soon

Chapters

How it decides

CrimsonLoadingScreenManager is a game-instance subsystem that evaluates 16 conditions every frame — map transitions, pending streaming levels, unfinished travel, your own registered holds — and shows or hides your UMG widget on the viewport while any of them holds. You never call Show or Hide; there is no Show or Hide.

What else it does

  • Picks a weighted random tip and a random background material per load
  • Blocks input in packaged builds while visible
  • Switches the engine into loading-friendly performance modes
  • Can feed a live 3D character showcase into the widget via a render target
The right class
This plugin's subsystem is the Crimson Loading Screen Manager. CrimsonUI ships a similarly-named CrimsonLoadingScreenSubsystem bridge — when in doubt, always pick the Manager.

What we'll build

  1. Enable the plugin
  2. Build the widget
  3. Register it and test a transition
  4. Author tips and backgrounds
  5. Hold the screen from game code, then bind its events