爲什麼不直接用 LoadStreamLevel。主要是希望能像Unity一樣,動態的控制Level的加載。而LoadStreamLevel需要添加到
覺得不太靈活。所以,手動的添加到永久性關卡中。
FString ALevelTestGameModeBase::CreateStreamInstance(UWorld* World, const FString& LongPackageName, const FVector Location, const FRotator Rotation)
{
const FString ShortPackageName = FPackageName::GetShortName(LongPackageName);
const FString PackagePath = FPackageName::GetLongPackagePath(LongPackageName);
FString UniqueLevelPackageName = PackagePath + TEXT("/")+ World->StreamingLevelsPrefix + ShortPackageName;
// Setup streaming level object that will load specified map
ULevelStreamingDynamic* StreamingLevel = NewObject<ULevelStreamingDynamic>(World, ULevelStreamingDynamic::StaticClass(), NAME_None, RF_Transient, NULL);
StreamingLevel->SetWorldAssetByPackageName(FName(*UniqueLevelPackageName));
StreamingLevel->LevelColor = FColor::MakeRandomColor();
StreamingLevel->LevelTransform = FTransform(Rotation, Location);
// Map to Load
StreamingLevel->PackageNameToLoad = FName(*LongPackageName);
World->AddStreamingLevel(StreamingLevel);
return UniqueLevelPackageName;
}
void ALevelTestGameModeBase::LoadMap(const FString & LevelName)
{
FString LongPackageName;
bool bOutSuccess = FPackageName::SearchForPackageOnDisk(LevelName, &LongPackageName);
if (!bOutSuccess)
{
return ;
}
UWorld* world = GetWorld();
FString name = CreateStreamInstance(world, LongPackageName, FVector::ZeroVector, FRotator::ZeroRotator);
UGameplayStatics::LoadStreamLevel(world, FName(*LevelName), true, true, FLatentActionInfo());
}
void ALevelTestGameModeBase::StartPlay()
{
LoadMap("StarterMap");
}
核心:World->AddStreamingLevel(StreamingLevel); 調用到StreamingLevels.Add(StreamingLevelToAdd);這樣使用UGameplayStatics::LoadStreamLevel就能夠異步加載Level,並且能夠控制加載完成回調函數。
StreamLevel的加載是在ActivateLevel中設置的。
這樣就能夠在World中調用UpdateStreamingState
UpdateStreamingState能夠加載Level。
先記隨手一下,歡迎指點