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Utility

AFU_Intro

A branded intro level with its own game mode, pawn, player controller and animated logo widget.

What it gives you

  • A splash level to open with
  • An animated logo sequence
  • A template for your own intro

Requires

AFM_CameraFade AFS_Core_Loading

Required by

None

5 assets2 API members

Description

A short branded sequence to open a build with, rather than dropping the player straight into the main menu. It ships as a self-contained level with its own game mode, minimal pawn and player controller, plus Widget_Intro driving the logo animation and audio.

It is included as much as a template as a feature — replacing the textures and timing gives you your own intro without building the level flow.

Setup

  1. Enable AFU_Intro.
  2. Set DA_Level_Intro as your project's opening level.
  3. Replace the logo textures with your own.

Usage

Customising

Swap T_Logo_AdvancedFramework and the intro image textures for your own, and adjust the timings in Widget_Intro.

Skipping

The intro transitions on completion through the normal loading system, so it chains into your main menu level like any other level switch.

Key properties

PropertyWhen to change
Logo texturesYour branding
Animation timingsOn Widget_Intro

Extending

Derive from Widget_Intro for a different animation, or copy the level as a template.

Example map

Map_Intro is the intro level.

Troubleshooting

The intro does not advance. The next level is not set — the intro transitions through ML_Loading, which needs a target level data asset.

API reference

Every blueprint asset in this plugin. Expand an asset to see its members.

Blueprints

BP_IntroScreen2 members
extends Actor
KindNameSignatureDescription
varLevelToLoadIntroPDA_LevelLevel data asset streamed in behind the intro screen. The intro holds the player in a small lit space with a curved widget while this level loads; leave it empty and Load Level has nothing to switch to.
eventLoadLevel()Hands the chosen level over to the loading system and begins the switch. Call it from the intro widget once the player has confirmed they are ready, rather than on begin play, so the intro is not skipped past.

Game

BP_GameMode_Intro0 members
extends GameModeBase

No editor-visible members; this asset configures defaults only.

BP_Pawn_Intro0 members
extends Pawn

No editor-visible members; this asset configures defaults only.

BP_PlayerController_Intro0 members
extends PlayerController

No editor-visible members; this asset configures defaults only.

Widgets

Widget_Intro0 members
extends UserWidget

No editor-visible members; this asset configures defaults only.