Files
UnrealEngineUWP/Engine/Source/Runtime/HeadMountedDisplay/Public/XRLoadingScreenFunctionLibrary.h
Marc Audy 68150e0be7 Merge UE5/Release-Engine-Staging to UE5/Main @ 14611496
This represents UE4/Main @ 14594913

[CL 14612291 by Marc Audy in ue5-main branch]
2020-10-29 13:38:15 -04:00

52 lines
2.2 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Kismet/BlueprintAsyncActionBase.h"
#include "IXRLoadingScreen.h"
#include "XRLoadingScreenFunctionLibrary.generated.h"
/**
* XR Loading Screen Function Library
*/
UCLASS()
class HEADMOUNTEDDISPLAY_API UXRLoadingScreenFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
UFUNCTION(BlueprintCallable, Category = "Input|HeadMountedDisplay|LoadingScreen")
static void SetLoadingScreen(class UTexture* Texture, FVector2D Scale = FVector2D(1.0f, 1.0f), FVector Offset = FVector::ZeroVector, bool bShowLoadingMovie = false, bool bShowOnSet = false);
UFUNCTION(BlueprintCallable, Category = "Input|HeadMountedDisplay|LoadingScreen")
static void ClearLoadingScreenSplashes();
/**
* Adds a splash element to the loading screen.
*
* @param Texture (in) A texture asset to be used for the splash.
* @param Translation (in) Initial translation of the center of the splash.
* @param Rotation (in) Initial rotation of the splash screen, with the origin at the center of the splash.
* @param Size (in) Size, of the quad with the splash screen.
* @param DeltaRotation (in) Incremental rotation, that is added each 2nd frame to the quad transform. The quad is rotated around the center of the quad.
* @param bClearBeforeAdd (in) If true, clears splashes before adding a new one.
*/
UFUNCTION(BlueprintCallable, Category = "Input|HeadMountedDisplay|LoadingScreen")
static void AddLoadingScreenSplash(class UTexture* Texture, FVector Translation, FRotator Rotation, FVector2D Size = FVector2D(1.0f, 1.0f), FRotator DeltaRotation = FRotator::ZeroRotator, bool bClearBeforeAdd = false);
/**
* Show the loading screen and override the VR display
*/
UFUNCTION(BlueprintCallable, Category = "Input|HeadMountedDisplay|LoadingScreen")
static void ShowLoadingScreen();
/**
* Hide the splash screen and return to normal display.
*/
UFUNCTION(BlueprintCallable, Category = "Input|HeadMountedDisplay|LoadingScreen")
static void HideLoadingScreen();
};