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4 changes: 2 additions & 2 deletions Source/LoadingScreen/Private/LoadingScreenModule.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,6 @@
#include "ILoadingScreenModule.h"

#include "LoadingScreenSettings.h"
#include "MoviePlayer.h"

#include "SSimpleLoadingScreen.h"

Expand Down Expand Up @@ -84,7 +83,8 @@ void FLoadingScreenModule::BeginLoadingScreen(const FLoadingScreenDescription& S
LoadingScreen.bMoviesAreSkippable = ScreenDescription.bMoviesAreSkippable;
LoadingScreen.bWaitForManualStop = ScreenDescription.bWaitForManualStop;
LoadingScreen.MoviePaths = ScreenDescription.MoviePaths;

LoadingScreen.PlaybackType = ScreenDescription.PlaybackType;

if ( ScreenDescription.bShowUIOverlay )
{
LoadingScreen.WidgetLoadingScreen = SNew(SSimpleLoadingScreen, ScreenDescription);
Expand Down
5 changes: 5 additions & 0 deletions Source/LoadingScreen/Private/LoadingScreenSettings.h
Original file line number Diff line number Diff line change
Expand Up @@ -3,6 +3,7 @@
#pragma once

#include "SScaleBox.h"
#include "MoviePlayer.h"

#include "LoadingScreenSettings.generated.h"

Expand All @@ -28,6 +29,10 @@ struct LOADINGSCREEN_API FLoadingScreenDescription
/** If true, movie playback continues until Stop is called. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Loading)
bool bWaitForManualStop;

/** Should we just play back, loop, etc. NOTE: if the playback type is MT_LoopLast, then bAutoCompleteWhenLoadingCompletes will be togged on when the last movie is hit*/
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Loading)
TEnumAsByte<EMoviePlaybackType> PlaybackType;

/** Should we show the images/tips/loading text? Generally you'll want to set this to false if you just want to show a movie. */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category=Display)
Expand Down