---
title: AFU_Intro
product: Advanced Framework Pro
version: 1.0
engine: Unreal Engine 5.8
updated: 2026-10-05
canonical: https://docs.human-codeable.com/plugins/afu-intro.html
---

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

None

#### 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

| Property | When to change |
|---|---|
| Logo textures | Your branding |
| Animation timings | On `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_IntroScreen**2 members

extends `Actor`

Stage actor for the intro level: a curved widget component playing the intro sequence, a grid floor, the sky mesh and a directional light, so the level itself needs nothing else in it. Set Level To Load to the level data asset that should come up behind the intro; the intro widget triggers it through Load Level once the animation has run.

| Kind | Name | Signature | Description |
|---|---|---|---|
| var | `Level to Load`Intro | `PDA_Level` | Level 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. |
| event | `LoadLevel` | `()` | 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_Intro**0 members

extends `GameMode`

Game mode for the intro level, setting the intro pawn and the intro player controller and doing nothing else. Choose it in the intro level's world settings, or copy it when building a splash level of your own. Nothing references it, because a game mode is picked in level settings rather than by another asset.

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

**BP_Pawn_Intro**0 members

extends `Pawn`

Static pawn for the intro level: a camera at head height on a bare scene root, with no movement and no input of its own. It exists so the intro screen has somewhere to be watched from, and the intro game mode spawns it. Copy it when a splash level of your own wants a different camera height or post process.

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

**BP_PlayerController_Intro**0 members

extends `PlayerController`

Player controller for the intro level. It adds nothing but the camera fade component, which the loading macros use to fade the intro out before the real level appears. Spawned by the intro game mode; copy it when a splash level of your own needs input handling as well.

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

### Widgets

**Widget_Intro**0 members

extends `UserWidget`

Intro sequence itself: the two logo halves, the title and the version number, animated in over about twelve seconds. On construct it waits, plays the animation with its sound, then calls Load Level on the intro screen actor in the level. Copy it to put your own logo in front of a game; it expects that actor to be present.

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