# Add the custom text to editor loading screen (UE5.1)

**URL:** <https://forums.unrealengine.com/t/add-the-custom-text-to-editor-loading-screen-ue5-1/2740102>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine, editor, question\
**Created:** [August 2, 2026, 3:07pm UTC](https://forums.unrealengine.com/t/add-the-custom-text-to-editor-loading-screen-ue5-1/2740102 "2026-08-02T15:07:06Z")\
**Posts on this page:** 1\
**Showing post:** 2

<div class="post-metadata">

**Author:** ![BRGEzedeRocco](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brgezederocco/32/1216890_2.png) [@BRGEzedeRocco](https://forums.unrealengine.com/u/BRGEzedeRocco)\
**Post date:** [August 18, 2026, 3:53pm UTC](https://forums.unrealengine.com/t/add-the-custom-text-to-editor-loading-screen-ue5-1/2740102/2 "2026-08-18T15:53:02Z")

</div>

Hello @Unreal_Programme ,  
I’ve been doing some research in the community and came across these posts that I found interesting. I think they could serve as a good starting point or give you some ideas for implementing the loading screen you’re trying to create.

> [@Async Loading Screen](https://forums.unrealengine.com/t/async-loading-screen/150488):
>
> IMPORTANT NOTE Texture Group should be set to UI and Compression Settings to UserInterface2D Don’t package the Movies folder into the .Pak file because MoviePlayer needs to look for the startup movies folder at “Contents/Movies” path. You must add the Content/Movies folder to Project Settings → Packaging → Additional Non-Asset Directories To Copy (DirectoriesToAlwaysStageAsNonUFS) so that movie files are copied as loose files in the packaged build i…

> [@How do I add my own widget to this loading screen system?](https://forums.unrealengine.com/t/how-do-i-add-my-own-widget-to-this-loading-screen-system/1404900):
>
> Ive been racking my brain trying to make a a proper loading screen system and came across [This tutorial on the wiki](https://unrealcommunity.wiki/loading-screen-243mzpq1) However I cannot figure out how to use my onw widget blueprint instead of “NewTestLoadingScreen” I am very very new to C++ so im not sure where to even begin. I assume I need to create a C++ class to use as the parent for my Widget Blueprint, make a reference to it in the game instance file and then somehow call it. Here is my code for my Game Instance C++ file #include “BP\_Shiv…

> [@\[Community Gift\] UE5 C++ Game Startup Loading Screen Plugin (Works in BP Only Projects)](https://forums.unrealengine.com/t/community-gift-ue5-c-game-startup-loading-screen-plugin-works-in-bp-only-projects/763320):
>
> zap sparkling_heartzap Rama’s C++ Game Startup Loading Screen Plugin zap sparkling_heartzapzapzapzapzap zapzapzapzapzapzapzapzapzapzapzapzap Download Link: zap zap zapzapzapzap zapzapzapzapzapzapzapzapzap[UE5.0 RamaCodeStartupLoadingScreen](https://www.mediafire.com/file/2uky3cj7pmawfkb/RamaStartupLoadingScreenUE5.zip/file) ~ [UE5.1 RamaCodeStartupLoadingScreen](https://www.mediafire.com/file/xam8fqsdp0j4hkr/RamaStartupLoadingScreenUE51.zip/file) Supported Platforms: All Precompiled Binaries: Windows (This plugin will package fine along with other code for other platfo…

Hope it helps!

---

_[View the full topic](https://forums.unrealengine.com/t/add-the-custom-text-to-editor-loading-screen-ue5-1/2740102)._
