void UGameViewportClient::DrawTransition(UCanvas* Canvas)
{
if (bSuppressTransitionMessage == false)
{
switch (GetOuterUEngine()->TransitionType)
{
case ETransitionType::Loading:
DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "LoadingMessage", "LOADING").ToString());
break;
case ETransitionType::Saving:
DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "SavingMessage", "SAVING").ToString());
break;
case ETransitionType::Connecting:
DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "ConnectingMessage", "CONNECTING").ToString());
break;
case ETransitionType::Precaching:
DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "PrecachingMessage", "PRECACHING").ToString());
break;
case ETransitionType::Paused:
DrawTransitionMessage(Canvas, NSLOCTEXT("GameViewportClient", "PausedMessage", "PAUSED").ToString());
break;
case ETransitionType::WaitingToConnect:
DrawTransitionMessage(Canvas, TEXT("Waiting to connect...")); // Temp - localization of the FString messages is broke atm. Loc this when its fixed.
break;
}
}
}