System
XFSDK Light provides shader precompilation, loading screens, and an in-game developer menu. The precompilation system has its own map and progress widget; the loading-screen manager is a separate system.
The shared PSO prewarming reference and shared loading-screen reference contain the detailed behavior, settings and Blueprint interfaces. The instructions below are specific to XFSDK Light. Shared loading-screen CVars use x_ in Core and xl_ in Light; the suffixes are identical. The developer menu is documented for Light only.
Shader precompilation
- In Project Settings, search for XFSDK System:
- Shader Precompilation Map:
/XFSDK_Light/XFSDK_UI/XFSDK_ShaderPrecomp/ShaderPrecomp_Level - Startup Map: the map players should land on (e.g. your main menu).
- Shader Precompilation Map:
- Set Game Default Map (Project Settings › Maps & Modes) to the Shader Precompilation Map. It is a tiny map: when there is work to do, precompilation starts there; when there isn't, the game moves straight on to the Startup Map. Any other default map is not redirected to the Startup Map on later starts.
- Add both maps to Project Settings › Packaging › List of maps to include in a packaged build.
- Make sure PSO precaching is on (it is by default):
[SystemSettings]
r.PSOPrecaching=1
r.PSOPrecache.Components=1
r.PSOPrecache.Resources=1
Precompilation only runs in packaged or standalone games, never in the editor or PIE.
Testing again: delete %LOCALAPPDATA%\<Project>\Saved\Config\Windows\GameUserSettings.ini (or remove its
[XFSDKShaderPrecompilation] section) to make the next start run it again.
Precompilation behavior, settings and progress widget.
Loading screens
In Project Settings › Game › XFSDK Loading Screen, set Loading Screen Widget to
/XFSDK_Light/XFSDK_LoadingScreen/XFSDK_LoadingScreen or your own Widget Blueprint (any User Widget).
Loading-screen behavior, status text, settings and Blueprint API.
Developer menu
The optional TBImGui-based developer menu exposes the XFSDK Light settings in Development builds. See console variables for the documented Light controls and Getting Started for the dependency.
References
- Epic Games. PSO Precaching for Unreal Engine. Documentation
- Epic Games. Lyra Sample Game: Common Loading Screen plugin. The loading screen manager is based on it.