UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
FLoadingScreenAttributes Struct Reference

#include <MoviePlayer.h>

Public Member Functions

 FLoadingScreenAttributes ()
 
MOVIEPLAYER_API bool IsValid () const
 

Static Public Member Functions

static MOVIEPLAYER_API TSharedRef< class SWidgetNewTestLoadingScreenWidget ()
 

Public Attributes

TSharedPtr< class SWidgetWidgetLoadingScreen
 
TArray< FString > MoviePaths
 
float MinimumLoadingScreenDisplayTime
 
bool bAutoCompleteWhenLoadingCompletes
 
bool bMoviesAreSkippable
 
bool bWaitForManualStop
 
bool bAllowInEarlyStartup
 
bool bAllowEngineTick
 
TEnumAsByte< EMoviePlaybackTypePlaybackType
 

Detailed Description

Struct of all the attributes a loading screen will have.

Constructor & Destructor Documentation

◆ FLoadingScreenAttributes()

FLoadingScreenAttributes::FLoadingScreenAttributes ( )
inline

Member Function Documentation

◆ IsValid()

bool FLoadingScreenAttributes::IsValid ( ) const

True if there is either a standalone widget or any movie paths or both.

◆ NewTestLoadingScreenWidget()

TSharedRef< SWidget > FLoadingScreenAttributes::NewTestLoadingScreenWidget ( )
static

Creates a simple test loading screen widget.

Member Data Documentation

◆ bAllowEngineTick

bool FLoadingScreenAttributes::bAllowEngineTick

If true, this will call the engine tick while the game thread is stalled waiting for a loading movie to finish. This only works for post-startup load screens and is potentially unsafe

◆ bAllowInEarlyStartup

bool FLoadingScreenAttributes::bAllowInEarlyStartup

If true loading screens here cannot have any uobjects of any kind or use any engine features at all. This will start the movies very early as a result on platforms that support it

◆ bAutoCompleteWhenLoadingCompletes

bool FLoadingScreenAttributes::bAutoCompleteWhenLoadingCompletes

If true, the loading screen will disappear as soon as all movies are played and loading is done.

◆ bMoviesAreSkippable

bool FLoadingScreenAttributes::bMoviesAreSkippable

If true, movies can be skipped by clicking the loading screen as long as loading is done.

◆ bWaitForManualStop

bool FLoadingScreenAttributes::bWaitForManualStop

If true, movie playback continues until Stop is called.

◆ MinimumLoadingScreenDisplayTime

float FLoadingScreenAttributes::MinimumLoadingScreenDisplayTime

The minimum time that a loading screen should be opened for.

◆ MoviePaths

TArray<FString> FLoadingScreenAttributes::MoviePaths

The movie paths local to the game's Content/Movies/ directory we will play.

◆ PlaybackType

TEnumAsByte<EMoviePlaybackType> FLoadingScreenAttributes::PlaybackType

Should we just play back, loop, etc. NOTE: if the playback type is MT_LoopLast, then bAutoCompleteWhenLoadingCompletes will be togged on when the last movie is hit

◆ WidgetLoadingScreen

TSharedPtr<class SWidget> FLoadingScreenAttributes::WidgetLoadingScreen

The widget to be displayed on top of the movie or simply standalone if there is no movie.


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