namespace ELoadingPhase { enumType { /** 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) 尽早加载*/ EarliestPossible,
/** Loaded before the engine is fully initialized, immediately after the config system has been initialized. Necessary only for very low-level hooks 配置初始化完成之后*/ PostConfigInit,
/** The first screen to be rendered after system splash screen 加载jie'mian*/ PostSplashScreen,
/** Loaded before coreUObject for setting up manual loading screens, used for our chunk patching system */ PreEarlyLoadingScreen,
/** Loaded before the engine is fully initialized for modules that need to hook into the loading screen before it triggers */ PreLoadingScreen,
/** Right before the default phase */ PreDefault,
/** Loaded at the default loading point during startup (during engine init, after game modules are loaded.) */ Default,
/** Right after the default phase */ PostDefault,
/** After the engine has been initialized */ PostEngineInit,
/** Do not automatically load this module */ None,
// NOTE: If you add a new value, make sure to update the ToString() method below! Max };
/** * Converts a string to a ELoadingPhase::Type value * * @param The string to convert to a value * @return The corresponding value, or 'Max' if the string is not valid. */ PROJECTS_API ELoadingPhase::Type FromString( const TCHAR *Text );
/** * Returns the name of a module load phase. * * @param The value to convert to a string * @return The string representation of this enum value */ PROJECTS_API const TCHAR* ToString( const ELoadingPhase::Type Value ); };