在运行时将指定的.umap关卡文件以流关卡形式加载并显示出来,主要实现代码如下
关卡在Content中的路径 为 Content/TempUmap/Level_01
那么生成的PackageName就应为 Game/TempUmap/Level_01
把以下代码添加到Actor子类中。将Actor添加到关卡中生效
// 获取永久性关卡
UWorld* PersistentWorld = GetWorld();
if (!PersistentWorld)
{
UE_LOG(LogTemp, Fatal, TEXT("UDynamicLevels::LoadTileToStreamingArray >> Invalid PersistentWorld!!!"));
return;
}
//new StreamingClass Instance 新流关卡实例
UClass* StreamingClass = ULevelStreamingKismet::StaticClass();
ULevelStreaming* StreamingLevel = Cast<ULevelStreaming>(StaticConstructObject(StreamingClass, PersistentWorld, NAME_None, RF_Transient, NULL));
// FName PackageName = TEXT("/Game/TempUmap/Level_01") 根据项目实际情况获取并设置PackageName
StreamingLevel->SetWorldAssetByPackageName(PackageName);
//Make New Level Visible 使流关卡可见
StreamingLevel->bShouldBeLoaded = true;
StreamingLevel->bShouldBeVisible = true;
StreamingLevel->bShouldBlockOnLoad = false;
//Very Important, used by LevelStreaming* to load the map 设置流关卡的包名
StreamingLevel->PackageNameToLoad = PackageName;
//Add to UWorld 将流关卡添加到World中
PersistentWorld->StreamingLevels.Add(StreamingLevel);
参考:https://answers.unrealengine.com/questions/39875/levels-loaded-from-umap-file-name-during-runtime-f.html
继续添UE4的坑。。。。