CrimsonLoadingScreen · Lesson 1 of 7
Automatic by Design
Before you start
- The CrimsonCommon — Setup & Foundations course
- Unreal Engine 5.8+
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
- Enable the plugin
- Build the widget
- Register it and test a transition
- Author tips and backgrounds
- Hold the screen from game code, then bind its events