ULimenLevelTransitionSubsystem
Overview
The ULimenLevelTransitionSubsystem is a subsystem that manages the loading screen and level transitions. It inherits from UGameInstanceSubsystem and implements FTickableGameObject. The subsystem handles the display and hiding of the loading screen based on various conditions such as pre-loading levels, post-load events, and asynchronous initialization.
Properties
Type | Name | Access | Description |
|---|---|---|---|
FDynamicMulticastDelegate_TwoParams | OnLoadingScreenVisibilityChanged | Public | Delegate for when the loading screen visibility changes. |
FDynamicMulticastDelegate_TwoParams<int32, int32> | OnPSOBatchingUpdated | BlueprintAssignable | Delegate for when PSO batching updates. |
Functions
Return Type | Signature | Description |
|---|---|---|
bool | IsLoadingScreenActive() const | Checks if the loading screen is currently active. |
bool | PlayLoadingScreenForCurrentLevel() | Plays the loading screen for the current level. |
int32 | GetPSOsLeft() const | Gets the number of PSOs left to batch. |
int32 | GetTotalPSOs() const | Gets the total number of PSOs to batch. |
Usage & Implementation Notes
The subsystem is tickable and updates the loading screen based on game state.
It handles pre-load and post-load map events to manage the loading screen visibility.
The subsystem manages audio settings during loading by blocking input and disabling/enabling audio listeners.
It uses a proxy actor (
AInitializerProxyActor) for asynchronous initialization.