本文整理汇总了C++中ULevelStreaming::IsLevelVisible方法的典型用法代码示例。如果您正苦于以下问题:C++ ULevelStreaming::IsLevelVisible方法的具体用法?C++ ULevelStreaming::IsLevelVisible怎么用?C++ ULevelStreaming::IsLevelVisible使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类ULevelStreaming
的用法示例。
在下文中一共展示了ULevelStreaming::IsLevelVisible方法的1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: TickFlush
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;
}
}
if ( CVarDemoTimeDilation.GetValueOnGameThread() >= 0.0f )
{
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 );
SpectatorController->GetSpectatorPawn()->PrimaryActorTick.bTickEvenWhenPaused = true;
USpectatorPawnMovement* SpectatorMovement = Cast<USpectatorPawnMovement>(SpectatorController->GetSpectatorPawn()->GetMovementComponent());
if ( SpectatorMovement )
{
SpectatorMovement->bIgnoreTimeDilation = true;
SpectatorMovement->PrimaryComponentTick.bTickEvenWhenPaused = true;
}
}
}
if ( bDemoPlaybackDone )
{
return;
}
if ( World->GetWorldSettings()->Pauser == NULL )
{
TickDemoPlayback( DeltaSeconds );
}
}
}
}