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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