UGantryAsyncAction_WaitForExperienceReady
The Blueprint node Wait For Experience Ready: runs On Ready once the world's experience is ready, or straight away if it already is.
Use it wherever Blueprint code needs the experience: in BeginPlay of an actor, a widget or a player controller. On Ready passes the experience; cast it to your own experience class to read your fields. Binding On Experience Ready on the subsystem yourself can miss an experience that was ready before you bound, and checking Is Experience Ready first does not close that gap. This node does. In C++, use CallOrRegister_OnExperienceReady.
Priority picks when it fires: High before Normal, Normal before Low, so a system can rely on what it depends on being set up. Hiding a loading screen is a typical Low.
The node fires once, for the next ready experience only. Wait again to hear about a later one. On a client it fires when the server's experience has finished activating on that client.
- Inherits
UBlueprintAsyncActionBase
Properties
| Property | Type | Default | Description |
|---|---|---|---|
OnReady | FGantryOnExperienceReady | () | Fired once, with the ready experience. |
Functions
WaitForExperienceReady
Waits until the world's experience is ready, or fires at once if it already is.
| Pin | Type | Direction | Description |
|---|---|---|---|
WorldContextObject | UObject* | in | Any object in the world to wait on. |
Priority = Normal | EGantryReadyPriority | in | Which tier of the ready broadcast to fire in. |
| Return Value | UGantryAsyncAction_WaitForExperienceReady* | out | The async action; Blueprint wires its On Ready pin. |
C++
Public C++ members that Blueprint does not see.
Activate
virtual void
Registers with the subsystem, or fires straight away when the experience is already ready.