本文整理汇总了C++中ULevelStreaming类的典型用法代码示例。如果您正苦于以下问题:C++ ULevelStreaming类的具体用法?C++ ULevelStreaming怎么用?C++ ULevelStreaming使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ULevelStreaming类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: FlushLevelStreaming
void UWorld::RefreshStreamingLevels( const TArray<class ULevelStreaming*>& InLevelsToRefresh )
{
// Reassociate levels in case we changed streaming behavior. Editor-only!
if( GIsEditor )
{
// Load and associate levels if necessary.
FlushLevelStreaming();
// Remove all currently visible levels.
for( int32 LevelIndex=0; LevelIndex<InLevelsToRefresh.Num(); LevelIndex++ )
{
ULevelStreaming* StreamingLevel = InLevelsToRefresh[LevelIndex];
ULevel* LoadedLevel = StreamingLevel ? StreamingLevel->GetLoadedLevel() : nullptr;
if( LoadedLevel &&
LoadedLevel->bIsVisible )
{
RemoveFromWorld( LoadedLevel );
}
}
// Load and associate levels if necessary.
FlushLevelStreaming();
// Update the level browser so it always contains valid data
FEditorSupportDelegates::WorldChange.Broadcast();
}
}
示例2: AddRequiredLevels
void AddRequiredLevels( EStaticMeshLightingInfoObjectSets InObjectSet, UWorld* InWorld, TArray<ULevel*>& OutLevels )
{
switch (InObjectSet)
{
case StaticMeshLightingInfoObjectSets_CurrentLevel:
{
check(InWorld);
OutLevels.AddUnique(InWorld->GetCurrentLevel());
}
break;
case StaticMeshLightingInfoObjectSets_SelectedLevels:
{
TArray<class ULevel*>& SelectedLevels = InWorld->GetSelectedLevels();
for(auto It = SelectedLevels.CreateIterator(); It; ++It)
{
ULevel* Level = *It;
if (Level)
{
OutLevels.AddUnique(Level);
}
}
if (OutLevels.Num() == 0)
{
// Fall to the current level...
check(InWorld);
OutLevels.AddUnique(InWorld->GetCurrentLevel());
}
}
break;
case StaticMeshLightingInfoObjectSets_AllLevels:
{
if (InWorld != NULL)
{
// Add main level.
OutLevels.AddUnique(InWorld->PersistentLevel);
// Add secondary levels.
for (int32 LevelIndex = 0; LevelIndex < InWorld->StreamingLevels.Num(); ++LevelIndex)
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[LevelIndex];
if ( StreamingLevel != NULL )
{
ULevel* Level = StreamingLevel->GetLoadedLevel();
if ( Level != NULL )
{
OutLevels.AddUnique( Level );
}
}
}
}
}
break;
}
}
示例3: TickDemoRecord
void UDemoNetDriver::TickFlush( float DeltaSeconds )
{
Super::TickFlush( DeltaSeconds );
if ( FileAr )
{
if ( ClientConnections.Num() > 0 )
{
TickDemoRecord( DeltaSeconds );
}
else if ( ServerConnection != NULL )
{
// Wait until all levels are streamed in
for ( int32 i = 0; i < World->StreamingLevels.Num(); ++i )
{
ULevelStreaming * StreamingLevel = World->StreamingLevels[i];
if ( StreamingLevel != NULL && ( !StreamingLevel->IsLevelLoaded() || !StreamingLevel->GetLoadedLevel()->GetOutermost()->IsFullyLoaded() || !StreamingLevel->IsLevelVisible() ) )
{
// Abort, we have more streaming levels to load
return;
}
}
World->GetWorldSettings()->DemoPlayTimeDilation = CVarDemoTimeDilation.GetValueOnGameThread();
// Clamp time between 1000 hz, and 2 hz
// (this is useful when debugging and you set a breakpoint, you don't want all that time to pass in one frame)
DeltaSeconds = FMath::Clamp( DeltaSeconds, 1.0f / 1000.0f, 1.0f / 2.0f );
// We need to compensate for the fact that DeltaSeconds is real-time for net drivers
DeltaSeconds *= World->GetWorldSettings()->GetEffectiveTimeDilation();
// Update time dilation on spectator pawn to compensate for any demo dilation
// (we want to continue to fly around in real-time)
if ( SpectatorController != NULL )
{
if ( SpectatorController->GetSpectatorPawn() != NULL )
{
// Disable collision on the spectator
SpectatorController->GetSpectatorPawn()->SetActorEnableCollision( false );
// Apply time dilation on spectator to reverse the effects of global dilation
SpectatorController->GetSpectatorPawn()->CustomTimeDilation = 1.0f / World->GetWorldSettings()->DemoPlayTimeDilation;
}
}
if ( bDemoPlaybackDone )
{
return;
}
TickDemoPlayback( DeltaSeconds );
}
}
}
示例4: GetLevelObject
ULevel* FStreamingLevelModel::GetLevelObject() const
{
ULevelStreaming* StreamingObj = LevelStreaming.Get();
if (StreamingObj)
{
return StreamingObj->GetLoadedLevel();
}
else // persistent level does not have associated level streaming object
{
return LevelCollectionModel.GetWorld()->PersistentLevel;
}
}
示例5: IsStreamingMethodChecked
bool FStreamingLevelCollectionModel::IsStreamingMethodChecked(UClass* InClass) const
{
for (auto It = SelectedLevelsList.CreateConstIterator(); It; ++It)
{
TSharedPtr<FStreamingLevelModel> TargetModel = StaticCastSharedPtr<FStreamingLevelModel>(*It);
ULevelStreaming* LevelStreaming = TargetModel->GetLevelStreaming().Get();
if (LevelStreaming && LevelStreaming->GetClass() == InClass)
{
return true;
}
}
return false;
}
示例6: GetWorlds
/**
* Assembles the set of all referenced worlds.
*
* @param OutWorlds [out] The set of referenced worlds.
* @param bIncludeGWorld If true, include GWorld in the output list.
* @param bOnlyEditorVisible If true, only sub-levels that should be visible in-editor are included
*/
void GetWorlds(UWorld* InWorld, TArray<UWorld*>& OutWorlds, bool bIncludeInWorld, bool bOnlyEditorVisible)
{
OutWorlds.Empty();
if ( bIncludeInWorld )
{
OutWorlds.AddUnique( InWorld );
}
// Iterate over the world's level array to find referenced levels ("worlds"). We don't
for ( int32 LevelIndex = 0 ; LevelIndex < InWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[LevelIndex];
if ( StreamingLevel )
{
// If we asked for only sub-levels that are editor-visible, then limit our results appropriately
bool bShouldAlwaysBeLoaded = false; // Cast< ULevelStreamingAlwaysLoaded >( StreamingLevel ) != NULL;
if( !bOnlyEditorVisible || bShouldAlwaysBeLoaded || StreamingLevel->bShouldBeVisibleInEditor )
{
const ULevel* Level = StreamingLevel->GetLoadedLevel();
// This should always be the case for valid level names as the Editor preloads all packages.
if ( Level != NULL )
{
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>( Level->GetOuter() );
if ( World != NULL )
{
OutWorlds.AddUnique( World );
}
}
}
}
}
// Levels can be loaded directly without StreamingLevel facilities
for ( int32 LevelIndex = 0 ; LevelIndex < InWorld->GetLevels().Num() ; ++LevelIndex )
{
ULevel* Level = InWorld->GetLevel(LevelIndex);
if ( Level )
{
// Newer levels have their packages' world as the outer.
UWorld* World = Cast<UWorld>( Level->GetOuter() );
if ( World != NULL )
{
OutWorlds.AddUnique( World );
}
}
}
}
示例7: GetLevelStreamingForPackageName
/** Utility for returning the ULevelStreaming object for a particular sub-level, specified by package name */
ULevelStreaming* UWorld::GetLevelStreamingForPackageName(FName InPackageName)
{
// iterate over each level streaming object
for( int32 LevelIndex=0; LevelIndex<StreamingLevels.Num(); LevelIndex++ )
{
ULevelStreaming* LevelStreaming = StreamingLevels[LevelIndex];
// see if name matches
if(LevelStreaming && LevelStreaming->GetWorldAssetPackageFName() == InPackageName)
{
// it doesn't, return this one
return LevelStreaming;
}
}
// failed to find one
return NULL;
}
示例8: ChangeColor
void FLevelViewModel::ChangeColor(const TSharedRef<SWidget>& InPickerParentWidget)
{
if( !Level.IsValid() )
{
return;
}
if ( !Level->IsPersistentLevel())
{
// Initialize the color data for the picker window.
ULevelStreaming* StreamingLevel = FLevelUtils::FindStreamingLevel( Level.Get() );
check( StreamingLevel );
FLinearColor NewColor = StreamingLevel->LevelColor;
TArray<FLinearColor*> ColorArray;
ColorArray.Add(&NewColor);
FColorPickerArgs PickerArgs;
PickerArgs.bIsModal = true;
PickerArgs.DisplayGamma = TAttribute<float>::Create( TAttribute<float>::FGetter::CreateUObject(GEngine, &UEngine::GetDisplayGamma) );
PickerArgs.LinearColorArray = &ColorArray;
PickerArgs.OnColorPickerCancelled = FOnColorPickerCancelled::CreateSP(this, &FLevelViewModel::OnColorPickerCancelled);
PickerArgs.ParentWidget = InPickerParentWidget;
// ensure this is true, will be set to false in OnColorPickerCancelled if necessary
bColorPickerOK = true;
if (OpenColorPicker(PickerArgs))
{
if ( bColorPickerOK )
{
StreamingLevel->LevelColor = NewColor;
StreamingLevel->Modify();
// Update the loaded level's components so the change in color will apply immediately
ULevel* LoadedLevel = StreamingLevel->GetLoadedLevel();
if ( LoadedLevel )
{
LoadedLevel->UpdateLevelComponents(false);
}
ULevel::LevelDirtiedEvent.Broadcast();
}
FEditorSupportDelegates::RedrawAllViewports.Broadcast();
}
}
}
示例9: check
void FEditorModeTools::SetBookmark( uint32 InIndex, FEditorViewportClient* InViewportClient )
{
UWorld* World = InViewportClient->GetWorld();
if ( World )
{
AWorldSettings* WorldSettings = World->GetWorldSettings();
// Verify the index is valid for the bookmark
if ( WorldSettings && InIndex < AWorldSettings::MAX_BOOKMARK_NUMBER )
{
// If the index doesn't already have a bookmark in place, create a new one
if ( !WorldSettings->BookMarks[ InIndex ] )
{
WorldSettings->BookMarks[ InIndex ] = ConstructObject<UBookMark>( UBookMark::StaticClass(), WorldSettings );
}
UBookMark* CurBookMark = WorldSettings->BookMarks[ InIndex ];
check(CurBookMark);
check(InViewportClient);
// Use the rotation from the first perspective viewport can find.
FRotator Rotation(0,0,0);
if( !InViewportClient->IsOrtho() )
{
Rotation = InViewportClient->GetViewRotation();
}
CurBookMark->Location = InViewportClient->GetViewLocation();
CurBookMark->Rotation = Rotation;
// Keep a record of which levels were hidden so that we can restore these with the bookmark
CurBookMark->HiddenLevels.Empty();
for ( int32 LevelIndex = 0 ; LevelIndex < World->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = World->StreamingLevels[LevelIndex];
if ( StreamingLevel )
{
if( !StreamingLevel->bShouldBeVisibleInEditor )
{
CurBookMark->HiddenLevels.Add( StreamingLevel->GetFullName() );
}
}
}
}
}
}
示例10: PrivateRemoveLevelFromWorld
/**
* Removes a level from the world. Returns true if the level was removed successfully.
*
* @param Level The level to remove from the world.
* @return true if the level was removed successfully, false otherwise.
*/
bool PrivateRemoveLevelFromWorld(ULevel* Level)
{
if ( !Level || Level->IsPersistentLevel() )
{
return false;
}
if ( FLevelUtils::IsLevelLocked(Level) )
{
FMessageDialog::Open( EAppMsgType::Ok, NSLOCTEXT("UnrealEd", "Error_OperationDisallowedOnLockedLevelRemoveLevelFromWorld", "RemoveLevelFromWorld: The requested operation could not be completed because the level is locked.") );
return false;
}
int32 StreamingLevelIndex = INDEX_NONE;
for( int32 LevelIndex = 0 ; LevelIndex < Level->OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* StreamingLevel = Level->OwningWorld->StreamingLevels[ LevelIndex ];
if( StreamingLevel && StreamingLevel->GetLoadedLevel() == Level )
{
StreamingLevelIndex = LevelIndex;
break;
}
}
if (StreamingLevelIndex != INDEX_NONE)
{
Level->OwningWorld->StreamingLevels[StreamingLevelIndex]->MarkPendingKill();
Level->OwningWorld->StreamingLevels.RemoveAt( StreamingLevelIndex );
Level->OwningWorld->RefreshStreamingLevels();
}
else if (Level->bIsVisible)
{
Level->OwningWorld->RemoveFromWorld(Level);
check(Level->bIsVisible == false);
}
const bool bSuccess = EditorDestroyLevel(Level);
// Since we just removed all the actors from this package, we do not want it to be saved out now
// and the user was warned they would lose any changes from before removing, so we're good to clear
// the dirty flag
UPackage* LevelPackage = Level->GetOutermost();
LevelPackage->SetDirtyFlag(false);
return bSuccess;
}
示例11: check
void FLevelModel::UpdateSimulationStatus(UWorld* InWorld)
{
check(InWorld);
SimulationStatus = FSimulationLevelStatus();
// Matcher for finding streaming level in PIE world by package name
struct FSimulationLevelStreamingMatcher
{
FSimulationLevelStreamingMatcher( const FName& InPackageName )
: PackageName( InPackageName )
{}
bool Matches( const ULevelStreaming* Candidate ) const
{
if (Candidate->PackageNameToLoad != NAME_None)
{
return Candidate->PackageNameToLoad == PackageName;
}
return Candidate->PackageName == PackageName;
}
FName PackageName;
};
// Find corresponding streaming level
int32 StreamingLevelIdx = InWorld->StreamingLevels.FindMatch(FSimulationLevelStreamingMatcher(GetLongPackageName()));
if (StreamingLevelIdx != INDEX_NONE)
{
ULevelStreaming* StreamingLevel = InWorld->StreamingLevels[StreamingLevelIdx];
if (StreamingLevel->GetLoadedLevel())
{
SimulationStatus.bLoaded = true;
if (StreamingLevel->GetLoadedLevel()->bIsVisible)
{
SimulationStatus.bVisible = true;
}
}
else if (StreamingLevel->bHasLoadRequestPending)
{
SimulationStatus.bLoading = true;
}
}
}
示例12: PackageName
/**
* Returns the streaming level by package name, or NULL if none exists.
*
* @param PackageName Name of the package containing the ULevel to query
* @return The level's streaming level, or NULL if none exists.
*/
ULevelStreaming* FLevelUtils::FindStreamingLevel(UWorld* InWorld, const TCHAR* InPackageName)
{
const FName PackageName( InPackageName );
ULevelStreaming* MatchingLevel = NULL;
if( InWorld)
{
for( int32 LevelIndex = 0 ; LevelIndex< InWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* CurStreamingLevel = InWorld->StreamingLevels[ LevelIndex ];
if( CurStreamingLevel && CurStreamingLevel->GetWorldAssetPackageFName() == PackageName )
{
MatchingLevel = CurStreamingLevel;
break;
}
}
}
return MatchingLevel;
}
示例13: check
void FLevelViewModel::RefreshStreamingLevelIndex()
{
if ( IsLevel() )
{
UWorld *OwningWorld = Level->OwningWorld;
check( OwningWorld );
for( int32 LevelIndex = 0 ; LevelIndex < OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming *StreamingLevel = OwningWorld->StreamingLevels[LevelIndex];
if ( Level.Get() == StreamingLevel->GetLoadedLevel() )
{
StreamingLevelIndex = LevelIndex;
LevelStreaming = StreamingLevel;
break;
}
}
}
}
示例14: GetWorld
bool UWorldComposition::UpdateEditorStreamingState(const FVector& InLocation)
{
UWorld* OwningWorld = GetWorld();
bool bStateChanged = false;
// Handle only editor worlds
if (!OwningWorld->IsGameWorld() &&
!OwningWorld->IsVisibilityRequestPending())
{
// Get the list of visible and hidden levels from current view point
TArray<FDistanceVisibleLevel> DistanceVisibleLevels;
TArray<FDistanceVisibleLevel> DistanceHiddenLevels;
GetDistanceVisibleLevels(InLocation, DistanceVisibleLevels, DistanceHiddenLevels);
// Hidden levels
for (const auto& Level : DistanceHiddenLevels)
{
ULevelStreaming* EditorStreamingLevel = OwningWorld->GetLevelStreamingForPackageName(TilesStreaming[Level.TileIdx]->GetWorldAssetPackageFName());
if (EditorStreamingLevel &&
EditorStreamingLevel->IsLevelLoaded() &&
EditorStreamingLevel->bShouldBeVisibleInEditor != false)
{
EditorStreamingLevel->bShouldBeVisibleInEditor = false;
bStateChanged = true;
}
}
// Visible levels
for (const auto& Level : DistanceVisibleLevels)
{
ULevelStreaming* EditorStreamingLevel = OwningWorld->GetLevelStreamingForPackageName(TilesStreaming[Level.TileIdx]->GetWorldAssetPackageFName());
if (EditorStreamingLevel &&
EditorStreamingLevel->IsLevelLoaded() &&
EditorStreamingLevel->bShouldBeVisibleInEditor != true)
{
EditorStreamingLevel->bShouldBeVisibleInEditor = true;
bStateChanged = true;
}
}
}
return bStateChanged;
}
示例15: FindStreamingLevel
/**
* Returns the streaming level corresponding to the specified ULevel, or NULL if none exists.
*
* @param Level The level to query.
* @return The level's streaming level, or NULL if none exists.
*/
ULevelStreaming* FLevelUtils::FindStreamingLevel(const ULevel* Level)
{
ULevelStreaming* MatchingLevel = NULL;
if (Level && Level->OwningWorld)
{
for( int32 LevelIndex = 0 ; LevelIndex < Level->OwningWorld->StreamingLevels.Num() ; ++LevelIndex )
{
ULevelStreaming* CurStreamingLevel = Level->OwningWorld->StreamingLevels[ LevelIndex ];
if( CurStreamingLevel && CurStreamingLevel->GetLoadedLevel() == Level )
{
MatchingLevel = CurStreamingLevel;
break;
}
}
}
return MatchingLevel;
}