I wrote the c ++ code by referring to the link above.
As a result of debugging, function binding is not a problem However, LoadingScreen did not show on the screen.
This is my code.
void UEditorGameInstance::SetLoadingScreen(UUserWidget* NewLoadingWidget) { LoadingWidget = NewLoadingWidget; } void UEditorGameInstance::Init() { UGameInstance::Init(); FCoreUObjectDelegates::PreLoadMap.AddUObject(this, &UEditorGameInstance::BeginLoadingScreen); FCoreUObjectDelegates::PostLoadMap.AddUObject(this, &UEditorGameInstance::EndLoadingScreen); } void UEditorGameInstance::BeginLoadingScreen(const FString& MapName) { FLoadingScreenAttributes LoadingScreen; LoadingScreen.bAutoCompleteWhenLoadingCompletes = true; if(LoadingWidget) LoadingScreen.WidgetLoadingScreen = LoadingWidget->TakeWidget(); else LoadingScreen.WidgetLoadingScreen = FLoadingScreenAttributes::NewTestLoadingScreenWidget(); GetMoviePlayer()->SetupLoadingScreen(LoadingScreen); GetMoviePlayer()->PlayMovie(); } The function of ‘SetLoadingScreen(UUserWidget*)’ is regist my LoadingScreen widget.
Where did I get it wrong? Am I misunderstanding? How to make LoadingScreen?