Ive been racking my brain trying to make a a proper loading screen system and came across This tutorial on the wiki
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_ShiverPineGI.h” include “MoviePlayer.h” include “Blueprint/UserWidget.h” // Include the UserWidget header include “W_LoadingScreen_P.h” // Include the header for your custom loading screen widget
I have one more question, is it possible to only call the loading screen when I desire (in blueprints) as a function? because as of right now its tied to the delegates and spawns every time a level is opened. Sometimes I don’t want a loading screen.
Updated the project to allow manual and auto loading screens.
Take into account it’s just an enforced widget. You will have to add in logic like disabling the using input and setting the correct z-index of the widget to make sure it covers all other widgets.
Would have uploaded sooner but the manual widget was being garbage collected between loads and would cause a crash on the removefromparent check.