#include <PreLoadScreenManager.h>
◆ FPreLoadScreenManager()
| FPreLoadScreenManager::FPreLoadScreenManager |
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◆ ~FPreLoadScreenManager()
| FPreLoadScreenManager::~FPreLoadScreenManager |
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◆ ArePreLoadScreensEnabled()
| bool FPreLoadScreenManager::ArePreLoadScreensEnabled |
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◆ BeginPlay()
◆ CleanUpResources()
| void FPreLoadScreenManager::CleanUpResources |
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◆ Create()
| void FPreLoadScreenManager::Create |
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◆ DECLARE_MULTICAST_DELEGATE()
◆ DECLARE_MULTICAST_DELEGATE_OneParam()
◆ Destroy()
| void FPreLoadScreenManager::Destroy |
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◆ EarlyPlayFrameTick()
| void FPreLoadScreenManager::EarlyPlayFrameTick |
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◆ EarlyPlayRenderFrameTick()
| void FPreLoadScreenManager::EarlyPlayRenderFrameTick |
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◆ EnableRendering()
| void FPreLoadScreenManager::EnableRendering |
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bEnabled | ) |
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◆ GameLogicFrameTick()
| void FPreLoadScreenManager::GameLogicFrameTick |
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◆ Get()
◆ GetActivePreLoadScreen() [1/2]
◆ GetActivePreLoadScreen() [2/2]
| const IPreLoadScreen * FPreLoadScreenManager::GetActivePreLoadScreen |
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◆ GetRenderWindow()
◆ HandleCustomSplashScreenPlay()
| void FPreLoadScreenManager::HandleCustomSplashScreenPlay |
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◆ HandleEarlyStartupPlay()
| void FPreLoadScreenManager::HandleEarlyStartupPlay |
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◆ HandleEngineLoadingPlay()
| void FPreLoadScreenManager::HandleEngineLoadingPlay |
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◆ HandleStopPreLoadScreen()
| void FPreLoadScreenManager::HandleStopPreLoadScreen |
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◆ HasActivePreLoadScreenType()
◆ HasActivePreLoadScreenTypeForEarlyStartup()
| bool FPreLoadScreenManager::HasActivePreLoadScreenTypeForEarlyStartup |
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◆ HasRegisteredPreLoadScreenType()
◆ HasValidActivePreLoadScreen()
| bool FPreLoadScreenManager::HasValidActivePreLoadScreen |
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◆ Initialize()
◆ IsEngineLoadingComplete()
| bool FPreLoadScreenManager::IsEngineLoadingComplete |
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◆ IsUsingMainWindow()
| bool FPreLoadScreenManager::IsUsingMainWindow |
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◆ OnRequestExit()
| void FPreLoadScreenManager::OnRequestExit |
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◆ PassPreLoadScreenWindowBackToGame()
| void FPreLoadScreenManager::PassPreLoadScreenWindowBackToGame |
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◆ PlatformSpecificGameLogicFrameTick()
| void FPreLoadScreenManager::PlatformSpecificGameLogicFrameTick |
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◆ PlayFirstPreLoadScreen()
Plays the first found PreLoadScreen that matches the bEarlyPreLoadScreen setting passed in.
- Returns
- false if no PreLoadScreen with that type has been registered.
◆ PlayPreLoadScreenAtIndex()
| void FPreLoadScreenManager::PlayPreLoadScreenAtIndex |
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int32 |
Index | ) |
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◆ PlayPreLoadScreenWithTag()
| bool FPreLoadScreenManager::PlayPreLoadScreenWithTag |
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FName |
InTag | ) |
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◆ RegisterPreLoadScreen()
◆ RenderTick_RenderThread()
◆ SetEngineLoadingComplete()
| void FPreLoadScreenManager::SetEngineLoadingComplete |
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IsEngineLoadingFinished = true | ) |
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◆ StaticRenderTick_RenderThread()
◆ StopPreLoadScreen()
| void FPreLoadScreenManager::StopPreLoadScreen |
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◆ UnRegisterPreLoadScreen()
◆ WaitForEngineLoadingScreenToFinish()
| void FPreLoadScreenManager::WaitForEngineLoadingScreenToFinish |
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◆ ActivePreloadScreen
◆ ActivePreloadScreenCriticalSection
◆ ActivePreLoadScreenIndex
| int32 FPreLoadScreenManager::ActivePreLoadScreenIndex |
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◆ bHasRenderPreLoadScreenFrame_RenderThread
| bool FPreLoadScreenManager::bHasRenderPreLoadScreenFrame_RenderThread |
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◆ bInitialized
| bool FPreLoadScreenManager::bInitialized |
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◆ bIsEngineLoadingComplete
| bool FPreLoadScreenManager::bIsEngineLoadingComplete |
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◆ bIsResponsibleForRendering
| bool FPreLoadScreenManager::bIsResponsibleForRendering |
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◆ bRenderingEnabled
| std::atomic< bool > FPreLoadScreenManager::bRenderingEnabled |
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◆ FPreLoadScreenSlateSynchMechanism
| friend FPreLoadScreenManager::FPreLoadScreenSlateSynchMechanism |
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◆ Instance
◆ IsResponsibleForRenderingDelegate
◆ LastRenderTickTime
| double FPreLoadScreenManager::LastRenderTickTime |
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◆ LastTickTime
| double FPreLoadScreenManager::LastTickTime |
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◆ MainWindow
The window that the loading screen resides in
◆ OnPreLoadScreenManagerCleanUp
◆ OriginalSlateSleepVariableValue
| float FPreLoadScreenManager::OriginalSlateSleepVariableValue |
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◆ PreLoadScreens
◆ SyncMechanism
The threading mechanism with which we handle running slate on another thread
◆ VirtualRenderWindow
Virtual window that we render to instead of the main slate window (for thread safety). Shares only the same backbuffer as the main window
◆ WidgetRenderer
Widget renderer used to tick and paint windows in a thread safe way
The documentation for this class was generated from the following files: