UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FPreLoadScreenSlateSynchMechanism Class Reference

#include <PreLoadSlateThreading.h>

Public Member Functions

PRELOADSCREEN_API FPreLoadScreenSlateSynchMechanism (TSharedPtr< FPreLoadSlateWidgetRenderer, ESPMode::ThreadSafe > InWidgetRenderer)
 
PRELOADSCREEN_API ~FPreLoadScreenSlateSynchMechanism ()
 
 FPreLoadScreenSlateSynchMechanism ()=delete
 
 FPreLoadScreenSlateSynchMechanism (const FPreLoadScreenSlateSynchMechanism &)=delete
 
FPreLoadScreenSlateSynchMechanismoperator= (const FPreLoadScreenSlateSynchMechanism &)=delete
 
PRELOADSCREEN_API void Initialize ()
 
PRELOADSCREEN_API void DestroySlateThread ()
 
PRELOADSCREEN_API bool IsSlateMainLoopRunning_AnyThread () const
 

Detailed Description

This class will handle all the nasty bits about running Slate on a separate thread and then trying to sync it up with the game thread and the render thread simultaneously

Constructor & Destructor Documentation

◆ FPreLoadScreenSlateSynchMechanism() [1/3]

FPreLoadScreenSlateSynchMechanism::FPreLoadScreenSlateSynchMechanism ( TSharedPtr< FPreLoadSlateWidgetRenderer, ESPMode::ThreadSafe InWidgetRenderer)

◆ ~FPreLoadScreenSlateSynchMechanism()

FPreLoadScreenSlateSynchMechanism::~FPreLoadScreenSlateSynchMechanism ( )

◆ FPreLoadScreenSlateSynchMechanism() [2/3]

FPreLoadScreenSlateSynchMechanism::FPreLoadScreenSlateSynchMechanism ( )
delete

◆ FPreLoadScreenSlateSynchMechanism() [3/3]

FPreLoadScreenSlateSynchMechanism::FPreLoadScreenSlateSynchMechanism ( const FPreLoadScreenSlateSynchMechanism )
delete

Member Function Documentation

◆ DestroySlateThread()

void FPreLoadScreenSlateSynchMechanism::DestroySlateThread ( )

Cleans up the slate thread

◆ Initialize()

void FPreLoadScreenSlateSynchMechanism::Initialize ( )

Sets up the locks in their proper initial state for running

◆ IsSlateMainLoopRunning_AnyThread()

bool FPreLoadScreenSlateSynchMechanism::IsSlateMainLoopRunning_AnyThread ( ) const

Handles the counter to determine if the slate thread should keep running

◆ operator=()

FPreLoadScreenSlateSynchMechanism & FPreLoadScreenSlateSynchMechanism::operator= ( const FPreLoadScreenSlateSynchMechanism )
delete

The documentation for this class was generated from the following files: