【UE4】异步加载关卡 LoadingScreen ( 蓝图和C++ )
- 一般先跳转到一个临时的关卡,然后异步加载目标关卡,同时展示Loading界面
- 对于含有流关卡的目标关卡,可以先载入子关卡
蓝图异步加载
- 无进度条
C++ 异步加载关卡
LoadPackageAsync
bool bIsLoaded;
UPROPERTY()
FString LoadPackagePath;
// 用于加载完成的回调
DECLARE_DYNAMIC_DELEGATE(FOnAsyncLoadFinished);
UFUNCTION(BlueprintCallable)
void MyAsyncLoad(const FOnAsyncLoadFinished& OnAsyncLoadFinished);
UFUNCTION(BlueprintCallable)
float GetLoadProgress();
//开始异步加载
void ALoadActor::MyAsyncLoad(const FOnAsyncLoadFinished& OnAsyncLoadFinished)
{
//不使用GetBaseFilename,编译 error C4458: LoadPackageAsync failed to begin to load a package···
LoadPackagePath = FPaths::GetBaseFilename(LoadPackageSoftObjectPath.ToString(), false);
bIsLoaded = false;
UE_LOG(LogTemp, Warning, TEXT("String: %s"), *LoadPackagePath);
LoadPackageAsync(
LoadPackagePath,
FLoadPackageAsyncDelegate::CreateLambda([=](const FName& PackageName, UPackage* LoadedPackage, EAsyncLoadingResult::Type Result)
{
if (Result == EAsyncLoadingResult::Failed)
{
UE_LOG(LogTemp, Warning, TEXT("Load Failed"));
}
else if (Result == EAsyncLoadingResult::Succeeded)
{
bIsLoaded = true;
UE_LOG(LogTemp, Warning, TEXT("Load Succeeded"));
OnAsyncLoadFinished.ExecuteIfBound();
}
}), 0, PKG_ContainsMap);
}
//获取加载的进度 -1 —— 100
float ALoadActor::GetLoadProgress()
{
float FloatPercentage = GetAsyncLoadPercentage(*LoadPackagePath);
if (!bIsLoaded)
{
FString ResultStr = FString::Printf(TEXT("Percentage: %f"), FloatPercentage);
GEngine->AddOnScreenDebugMessage(-1, 2.0f, FColor::Green, ResultStr);
UE_LOG(LogTemp, Warning, TEXT("Percentage: %f"), FloatPercentage);
}
else {
FloatPercentage = 100;
}
return FloatPercentage;
}
效果
FStreamableManager
- 获取依赖项
- 将依赖项转为
FSoftObjectPath
存储到容器中 - 使用
RequestAsyncLoad
加载 - 使用
GetLoadCount
获取加载进度
参考部分代码
参考
作者:砥才人
出处:https://www.cnblogs.com/shiroe
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