Comments (4)
Unfortunately, you can't manually show movie player at the moment, only manual stop, however, it requires you to call stopmovie in Slate thread orthewise it won't work. You may want to add a fake umg loading screen before the actual loading screen, it's kind of tricky. Also, for server travelling, I recommend you use Level Streaming instead.
from asyncloadingscreen.
That is what I have now is a pre-loading screen widget. So I have read your post on the manual stop. But I don't know how to "be in the slate thread". I have a good understanding of the core development concepts and 90% of my project is in cpp. let's say I want to trigger it from a particular function in the player controller. Not sure where to add the code. I at least found this "ENQUEUE_UNIQUE_RENDER_COMMAND" which appears to allow me to call code in the Renderer Thread (not the "Slate" thread. I got past the linking process by adding RHI and RenderCore to my build.cs. but still not sure if I am heading in the right direction.
IN ACTOR TICK:
if (bStopAsyncLoadingScreen)
{
ENQUEUE_UNIQUE_RENDER_COMMAND(StopLoadingScreen,
{
check(IsInRenderingThread());
FRHICommandListImmediate& MyRHICmdList = GRHICommandList.GetImmediateCommandList();
StopAsyncLoadingScreen(MyRHICmdList);
}
);
bStopAsyncLoadingScreen = false;
}
static void ASRBasePlayer::StopAsyncLoadingScreen(FRHICommandList& RHICmdList)
{
GetMoviePlayer()->StopMovie();
}
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You can add your code to SSLoadingScreenLayout class. This is the class base for all layouts, you can call StopMovie from here too.
from asyncloadingscreen.
Much thanks. I appreciate that, and I will look at your code in that class but I guess what I fail to connect the dots on is how do I execute the code. In the game thread I can get a pointer and cast it (i.e. game instance, player controller, etc) for the render thread I need to push a command on the stack to avoid racing across stacks. How do I trigger logic in SLoadingScreenLayout class? Do I just do a static function and SLoadingScreenLayout::CallIt(). Sorry I'm just missing this one step!
from asyncloadingscreen.
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