Fade In/Out Controls
The Loading Screen System uses a Fade Component (\Blueprints\BPC_ScreenFadeComponent
) to make transitions as smooth as possible by fading in and out to black. The fade overlays the screen with a translucent UMG widget (black by default, but it could be customized to use any pattern, as it uses a simple UMG widget). Below are some nodes to control the component in the LSS.
Use the “LSS Setup Fade Component”
node to control the defaults of the Fade component. It takes in the following parameters:
“Fade Widget”
(optional): UMG layer covering the screen (default a black rectangle)“Fade Speed”
: control the speed of the fade, higher = faster.“Splash Widget”
(optional): UMG Widget appearing on top of the fade layer to indicate activity (default: animated Gears icons)“Add Splash after duration”
: timer in seconds when to show the Splash Widget
There’s also two additional nodes in the function library to fade in and out manually (e.g. outside of the loading process):
“LSS Fade In”
“LSS Fade Out”
Both take in “Reset Fade”
as parameter (true = start fade from beginning) and return the time in seconds that the fade transition will take.
Stand-alone usability
You can use the BPC_ScreenFadeComponent
on its own independently from the Loading Screen System - just add the Actor Component to any Actor in your scene (e.g. Game Mode), drag off of it and call its “Fade In”
or “Fade Out”
nodes (note: the “LSS Fade In”
and “LSS Fade Out”
nodes in the Blueprint Function Library above reference the component in the main LSS Actor).
Bindable Events
The Fade Component exposes the following dispatchers as bindable events .
OnFadeInCompleted
- Fade-in completed, fade effect has been removedOnFadeOutCompleted
- Fade-out completed, fade effect is in full effectOnFadeCompleted
- called onOnFadeInCompleted
andOnFadeOutCompleted
OnSplashShow
- Loading indicator (optional) added to viewportOnSplashHide
- Loading indicator (optional) removed
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