本文整理汇总了C++中ULocalPlayer::SpawnPlayActor方法的典型用法代码示例。如果您正苦于以下问题:C++ ULocalPlayer::SpawnPlayActor方法的具体用法?C++ ULocalPlayer::SpawnPlayActor怎么用?C++ ULocalPlayer::SpawnPlayActor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ULocalPlayer
的用法示例。
在下文中一共展示了ULocalPlayer::SpawnPlayActor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: CreateLocalPlayer
ULocalPlayer* UGameInstance::CreateLocalPlayer(int32 ControllerId, FString& OutError, bool bSpawnActor)
{
checkf(GetEngine()->LocalPlayerClass != NULL);
ULocalPlayer* NewPlayer = NULL;
int32 InsertIndex = INDEX_NONE;
const int32 MaxSplitscreenPlayers = (GetGameViewportClient() != NULL) ? GetGameViewportClient()->MaxSplitscreenPlayers : 1;
if (FindLocalPlayerFromControllerId( ControllerId ) != NULL)
{
OutError = FString::Printf(TEXT("A local player already exists for controller ID %d,"), ControllerId);
}
else if (LocalPlayers.Num() < MaxSplitscreenPlayers)
{
// If the controller ID is not specified then find the first available
if (ControllerId < 0)
{
for (ControllerId = 0; ControllerId < MaxSplitscreenPlayers; ++ControllerId)
{
if (FindLocalPlayerFromControllerId( ControllerId ) == NULL)
{
break;
}
}
check(ControllerId < MaxSplitscreenPlayers);
}
else if (ControllerId >= MaxSplitscreenPlayers)
{
UE_LOG(LogPlayerManagement, Warning, TEXT("Controller ID (%d) is unlikely to map to any physical device, so this player will not receive input"), ControllerId);
}
NewPlayer = NewObject<ULocalPlayer>(GetEngine(), GetEngine()->LocalPlayerClass);
InsertIndex = AddLocalPlayer(NewPlayer, ControllerId);
if (bSpawnActor && InsertIndex != INDEX_NONE && GetWorld() != NULL)
{
if (GetWorld()->GetNetMode() != NM_Client)
{
// server; spawn a new PlayerController immediately
if (!NewPlayer->SpawnPlayActor("", OutError, GetWorld()))
{
RemoveLocalPlayer(NewPlayer);
NewPlayer = NULL;
}
}
else
{
// client; ask the server to let the new player join
NewPlayer->SendSplitJoin();
}
}
}
else
{
OutError = FString::Printf(TEXT( "Maximum number of players (%d) already created. Unable to create more."), MaxSplitscreenPlayers);
}
if (OutError != TEXT(""))
{
UE_LOG(LogPlayerManagement, Log, TEXT("UPlayer* creation failed with error: %s"), *OutError);
}
return NewPlayer;
}