IGantryLoadingHold
Interface for an object that keeps the loading screen up until it is ready, such as a player state still arriving, a pawn still setting up or a fade still running.
Register the object with Add Loading Hold on UGantryStreamingSubsystem. The subsystem asks it every frame. While it answers true, Should Show Loading Screen stays true and Get Loading Screen Reasons lists its reason. If the reason is empty, the object's name is listed instead. Call Remove Loading Hold when you are done; a destroyed object is dropped on its own.
In Blueprint: add Gantry Loading Hold under Class Settings > Interfaces, then implement Should Hold Loading Screen.
In C++: inherit IGantryLoadingHold and override ShouldHoldLoadingScreen_Implementation.
For a hold with no object behind it, such as "waiting for the server", use Hold Loading Screen on the subsystem instead.
- Inherits
UInterface
Functions
ShouldHoldLoadingScreen
Asked every frame: whether the loading screen should stay up because of this object.
| Pin | Type | Direction | Description |
|---|---|---|---|
OutReason | FString | out | Why, for logs and a loading screen that names what it waits on. |
| Return Value | bool | out | True to keep the loading screen up. |