CrimsonLoadingScreen · Lesson 4 of 7

Register & Test

Beginner4 minSetup

Before you start

  • Completed: Build the Widget
  • A second map to travel to
Video coming soon

Chapters

1. Register the widget

Project Settings → Crimson → Crimson Loading Screen → Display → Loading Screen Widget = your widget class. This is the only required setting — it lands in Config/DefaultGame.ini.

The one required setting: Display → Loading Screen Widget.
If you skip this
The manager falls back to a bare SThrobber spinner and logs an error to LogCrimsonLoadingScreen — if you ever see the plain throbber, this setting is unset.

2. Trigger a load

Press Play, then travel: an Open Level (by Name) node, or the console command open YourMapName. Your widget appears during the transition and hides when the new level begins play.

PIE is not packaged
Two differences to remember while testing: input is not blocked in PIE (only in packaged builds), and the post-load hold delay (HoldLoadingScreenAdditionalSecs, default 2s) is skipped in editor unless you tick Debugging → Hold Loading Screen Additional Secs Even In Editor.
Iterate with it pinned
While styling the widget, set the console variable CrimsonLoadingScreen.AlwaysShow 1 to keep the screen up without re-triggering loads.