# Loading Phases

* **EarliestPossible**: As soon as possible - in other words, uplugin files are loadable from a pak file (as well as right after PlatformFile is set up in case pak files aren't used) Used for plugins needed to read files (compression formats, etc).
* **PostConfigInit**: Loaded before the engine is fully initialized, immediately after the config system has been initialized. Necessary only for very low-level hooks.
* **PostSplashScreen**: The first screen to be rendered after system splash screen.
* **PreEarlyLoadingScreen**: Loaded before coreUObject for setting up manual loading screens, used for our chunk patching system.
* **PreLoadingScreen**: Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers.
* **PreDefault**: Right before the default phase.
* **Default**: Loaded at the default loading point during startup (during engine init, after game modules are loaded).
* **PostDefault**: Right after the default phase.
  * *UEdModes* need to be in modules loaded PostDefault at latest so that the factories exist in time to initialise the engine.
* **PostEngineInit**: After the engine has been initialized.
  * *Visualisers* such as Spline Component Visualisers need to be loaded PostEngineInit so that the GUnrealEd pointer is valid.
* **None**: Do not automatically load this module.


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