FGantryGaugeModule
Runtime module that records tracked loads for loading screens and the Load Gauge panel.
Most code never touches the module itself. Blueprint and gameplay code read loading state from UGantryStreamingSubsystem and start tracked loads through UGantryAssetManager or the Load Assets Tracked nodes. C++ that records loads of its own reaches the FGantryLoadLedger through GetLedger.
The module also registers the Gantry.Gauge.DumpSettings console command, which logs the current UGantryGaugeSettings.
Members
StartupModule
virtual void
Creates the load ledger and registers the Gantry.Gauge.DumpSettings console command.
ShutdownModule
virtual void
Unregisters the console commands and destroys the ledger; GetLedger returns null after.
SupportsDynamicReloading
virtual bool
Returns true: the module may be unloaded and reloaded while the editor runs, which is why callers fetch the ledger through GetLedger each time instead of caching it.
GetPtr
static FGantryGaugeModule *
Returns the loaded module instance, or null if the module is not loaded.
GetLedger
static FGantryLoadLedger *
Returns the process-wide load ledger, or null when the module is not loaded.
Null before the module loads and after it unloads, so check the result. Call this each time rather than keeping the pointer: the module can unload and reload while the editor runs.