ChangePerformanceSettings is now disabled before fade-out, so that the game can still be rendered underneath the load screen while it fades away.
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@ -171,15 +171,16 @@ class ULoadingScreenWidget *ULoadingScreenManager::ShowLoadingScreen()
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CSV_EVENT(LoadingScreen, TEXT("Show"));
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const UCommonLoadingScreenSettings *Settings = GetDefault<UCommonLoadingScreenSettings>();
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UGameInstance *LocalGameInstance = this->GetGameInstance();
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// Eat input while the loading screen is displayed
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this->StartBlockingInput();
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this->LoadingScreenVisibilityChanged.Broadcast(/*bIsVisible=*/ true);
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// Create the loading screen widget
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const UCommonLoadingScreenSettings *Settings = GetDefault<UCommonLoadingScreenSettings>();
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UGameInstance *LocalGameInstance = this->GetGameInstance();
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TSubclassOf<ULoadingScreenWidget> LoadingScreenWidgetClass = Settings->LoadingScreenWidget.LoadSynchronous();
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if (this->LoadingScreenUMGWidget = CreateWidget<ULoadingScreenWidget>(LocalGameInstance, LoadingScreenWidgetClass, NAME_None))
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{
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@ -209,6 +210,7 @@ class ULoadingScreenWidget *ULoadingScreenManager::ShowLoadingScreen()
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void ULoadingScreenManager::HideLoadingScreen()
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{
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this->ChangePerformanceSettings(/*bEnableLoadingScreen=*/ false);
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this->LoadingScreenUMGWidget->BeginFadeOut();
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}
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@ -221,7 +223,6 @@ void ULoadingScreenManager::RemoveLoadingScreen()
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this->StopBlockingInput();
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this->RemoveWidgetFromViewport();
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this->ChangePerformanceSettings(/*bEnableLoadingScreen=*/ false);
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this->LoadingScreenUMGWidget->OnLoadScreenOpened.Unbind();
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this->LoadingScreenUMGWidget->OnLoadScreenClosed.Unbind();
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