How-To: Get the Building Blocks
Goal: get the three pieces every other page assumes you can reach - the manager subsystem, the project settings, and the two content data assets. Bookmark this page; the task pages link back here instead of repeating these chains.
1. The manager subsystem
UCrimsonLoadingScreenManager is a game-instance subsystem: it exists once, for the whole session, and survives every level change. All runtime reads and event bindings go through it.
2. The project settings
All configuration lives on UCrimsonLoadingScreenSettings at Project Settings -> Crimson -> Crimson Loading Screen and persists to Config/DefaultGame.ini. Sections: Display, Timing, Tips, Backgrounds, Cinematic Preview, Debugging (full table in API Reference).
C++ reads the settings object directly:
#include "CrimsonLoadingScreenSettings.h"const UCrimsonLoadingScreenSettings* Settings = GetDefault<UCrimsonLoadingScreenSettings>();const int32 ZOrder = Settings->LoadingScreenZOrder;
[/Script/CrimsonLoadingScreen.CrimsonLoadingScreenSettings] in DefaultGame.ini.3. The content data assets
Tips and backgrounds are plain data assets - the plugin ships none, you author them. Create both the same way: Content Browser -> right-click -> Miscellaneous -> Data Asset, then pick the class.
4. Reading live state
All manager reads are pure Blueprint nodes (and plain C++ getters). This is the complete read surface:
| Getter | Returns | Empty/null when |
|---|---|---|
GetCurrentTip | FText of the tip for this load | No TipsCollection set, or no tip matched the filter |
GetCurrentTipCategory | FGameplayTag of that tip | Same as above |
GetCurrentBackground | UMaterialInterface* | No BackgroundCollection set |
GetShowcaseRenderTarget | UTextureRenderTarget2D* | bUseLivePreview is off, or no render target assigned |
GetCachedCharacterInfo | FCrimsonLoadingCharacterInfo snapshot from when the screen opened | No provider found (check MeshComponents is non-empty) |
GetLocalPlayerCharacterInfo | Live provider query (use outside loading, e.g. menus) | No provider found |
GetLoadingScreenDisplayStatus | bool - widget currently on the viewport | - |
GetDebugReasonForShowingOrHidingLoadingScreen | FString explaining the current state | - |
See also
- How-To: Show Tips & Backgrounds - fill and register the data assets from step 3.
- How-To: React to Loading Screen Events - event-driven alternative to polling the getters.
- API Reference - the full settings table and every signature.