How does everyone handle UI transitions that require events inbetween?

I understand the use cases feel similar enough to generalize, but they also feel different enough not to generalize. For example, the middle parts in your examples all have different “end” logic:

  • scene loading might need to use a streaming delegate of sorts if the scenes are big
  • screen loading might or might not need a delegate
  • resume game is instant and you need to time the fade in yourself

Seems like you know how to implement the actual functionality, so I’d suggest you do just that, on a case-by-case basis. When you actually run into significant duplication or the logic starts feeling annoying to maintain, refactor it. Generalizing in advance holds the same risk anyway (= if it turns out the use cases are incompatible you’ll have to rework it later), so may as well start case-by-case until you actually run into significant duplication. Most of the logic is built-in anyway, you’ll mostly be making data assets (animations, materials, whatnot) and calling UE functions (delegates, pause/resume, etc.).

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