本文整理汇总了C++中ULevelStreaming::SetWorldAssetByPackageName方法的典型用法代码示例。如果您正苦于以下问题:C++ ULevelStreaming::SetWorldAssetByPackageName方法的具体用法?C++ ULevelStreaming::SetWorldAssetByPackageName怎么用?C++ ULevelStreaming::SetWorldAssetByPackageName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::SetWorldAssetByPackageName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: CreateInstance
ULevelStreaming* ULevelStreaming::CreateInstance(FString InstanceUniqueName)
{
ULevelStreaming* StreamingLevelInstance = nullptr;
UWorld* InWorld = GetWorld();
if (InWorld)
{
// Create instance long package name
FString InstanceShortPackageName = InWorld->StreamingLevelsPrefix + FPackageName::GetShortName(InstanceUniqueName);
FString InstancePackagePath = FPackageName::GetLongPackagePath(GetWorldAssetPackageName()) + TEXT("/");
FName InstanceUniquePackageName = FName(*(InstancePackagePath + InstanceShortPackageName));
// check if instance name is unique among existing streaming level objects
const bool bUniqueName = (InWorld->StreamingLevels.IndexOfByPredicate(ULevelStreaming::FPackageNameMatcher(InstanceUniquePackageName)) == INDEX_NONE);
if (bUniqueName)
{
StreamingLevelInstance = NewObject<ULevelStreaming>(InWorld, GetClass(), NAME_None, RF_Transient, NULL);
// new level streaming instance will load the same map package as this object
StreamingLevelInstance->PackageNameToLoad = (PackageNameToLoad == NAME_None ? GetWorldAssetPackageFName() : PackageNameToLoad);
// under a provided unique name
StreamingLevelInstance->SetWorldAssetByPackageName(InstanceUniquePackageName);
StreamingLevelInstance->bShouldBeLoaded = false;
StreamingLevelInstance->bShouldBeVisible = false;
StreamingLevelInstance->LevelTransform = LevelTransform;
// add a new instance to streaming level list
InWorld->StreamingLevels.Add(StreamingLevelInstance);
}
else
{
UE_LOG(LogStreaming, Warning, TEXT("Provided streaming level instance name is not unique: %s"), *InstanceUniquePackageName.ToString());
}
}
return StreamingLevelInstance;
}