Created
June 26, 2023 17:40
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A UnrealEngine 5 runtime level streaming manager.
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| #include "AFPStreamedRoomManager.h" | |
| #include "Engine/LevelStreamingDynamic.h" | |
| #include "Kismet/KismetArrayLibrary.h" | |
| #include "Kismet/KismetMathLibrary.h" | |
| #include "Kismet/GameplayStatics.h" | |
| #include "Math/Color.h" | |
| // Sets default values | |
| AAFPStreamedRoomManager::AAFPStreamedRoomManager() | |
| { | |
| // Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it. | |
| PrimaryActorTick.bCanEverTick = false; | |
| SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("Root Comp")); | |
| SetRootComponent(SceneRoot); | |
| } | |
| void AAFPStreamedRoomManager::StreamLevelByIndex(int32 LevelIndex)//��index�������ؿ� | |
| { | |
| if (LevelIndex < LevelsGenerated.Num()) { | |
| GetWorld()->SetMapNeedsLightingFullyRebuilt(0, 0); | |
| LevelsGenerated[LevelIndex]->SetShouldBeLoaded(true); | |
| LevelsGenerated[LevelIndex]->SetShouldBeVisible(true); | |
| GetWorld()->UpdateStreamingLevelShouldBeConsidered(LevelsGenerated[LevelIndex]); | |
| } | |
| } | |
| void AAFPStreamedRoomManager::UnloadLevelByIndex(int32 LevelIndex)//��indexж�����ؿ� | |
| { | |
| if (LevelIndex < LevelsGenerated.Num()) { | |
| LevelsGenerated[LevelIndex]->SetShouldBeLoaded(false); | |
| LevelsGenerated[LevelIndex]->SetShouldBeVisible(false); | |
| GetWorld()->UpdateStreamingLevelShouldBeConsidered(LevelsGenerated[LevelIndex]); | |
| } | |
| } | |
| // Called when the game starts or when spawned | |
| void AAFPStreamedRoomManager::BeginPlay() | |
| { | |
| Super::BeginPlay(); | |
| if (!LevelSlots.IsEmpty()) { | |
| for (int i = 0; i != LevelSlots.Num(); i++) | |
| { | |
| //��ؿ��б������ؿ����������ɲ����� | |
| if (LevelsToStream.IsEmpty()) { | |
| UE_LOG(LogTemp, Error, TEXT("Levels to load is less than Slots to load!")); | |
| break; | |
| } | |
| //���ɴ����͵Ĺؿ� | |
| ULevelStreaming* tmpLevelToStream = NewObject<ULevelStreaming>(GetWorld(), ULevelStreamingDynamic::StaticClass(), NAME_None, RF_Transient, NULL); | |
| //���Ѱ�����ؿ� | |
| int32 Index = UKismetMathLibrary::RandomIntegerInRange(0, LevelsToStream.Num() - 1); | |
| FName packageName = LevelsToStream[Index]; | |
| LevelsToStream.RemoveAt(Index);//�����ظ����ɣ��ʴ��б���ȥ�� | |
| //ParamSet | |
| tmpLevelToStream->SetWorldAssetByPackageName(packageName); | |
| tmpLevelToStream->LevelColor = FLinearColor::MakeRandomColor(); | |
| tmpLevelToStream->SetShouldBeLoaded(false); | |
| tmpLevelToStream->SetShouldBeVisible(false); | |
| tmpLevelToStream->LevelTransform = LevelSlots[i]; | |
| LevelsGenerated.Add(tmpLevelToStream); | |
| } | |
| GetWorld()->AddStreamingLevels(LevelsGenerated); | |
| } | |
| } | |
| // Called every frame | |
| void AAFPStreamedRoomManager::Tick(float DeltaTime) | |
| { | |
| Super::Tick(DeltaTime); | |
| } | |
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| #pragma once | |
| #include "CoreMinimal.h" | |
| #include "GameFramework/Actor.h" | |
| #include "AFPStreamedRoomManager.generated.h" | |
| UCLASS() | |
| class ARKNIGHTSFP_API AAFPStreamedRoomManager : public AActor | |
| { | |
| GENERATED_BODY() | |
| public: | |
| // Sets default values for this actor's properties | |
| AAFPStreamedRoomManager(); | |
| UPROPERTY(EditAnywhere, Category = "StreamedLevels") | |
| TArray<FName> LevelsToStream; | |
| UPROPERTY(EditAnywhere, Category = "StreamedLevels", BlueprintReadWrite, Meta = (MakeEditWidget = true)) | |
| TArray<FTransform> LevelSlots; | |
| UPROPERTY(BlueprintReadOnly, Category = "StreamedLevels") | |
| TArray<ULevelStreaming *> LevelsGenerated; | |
| UFUNCTION(BlueprintCallable, Category = "StreamedLevels") | |
| void StreamLevelByIndex(int32 LevelIndex); | |
| UFUNCTION(BlueprintCallable, Category = "StreamedLevels") | |
| void UnloadLevelByIndex(int32 LevelIndex); | |
| UPROPERTY(VisibleAnywhere) | |
| USceneComponent* SceneRoot; | |
| protected: | |
| // Called when the game starts or when spawned | |
| virtual void BeginPlay() override; | |
| public: | |
| // Called every frame | |
| virtual void Tick(float DeltaTime) override; | |
| }; |
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