CrimsonLoadingScreen · Lesson 4 of 7
Register & Test
Before you start
- Completed: Build the Widget
- A second map to travel to
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.
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.