UE4 ServerTravel ClientTravel
作者:互联网
ServerTravel
GameModel有效后,不能包含:
- %
- :或者 \
bool UWorld::ServerTravel(const FString& FURL, bool bAbsolute, bool bShouldSkipGameNotify) bool AGameModeBase::CanServerTravel(const FString& FURL, bool bAbsolute) /** Handles request for server to travel to a new URL, with all players */ void AGameModeBase::ProcessServerTravel(const FString& URL, bool bAbsolute) // Notify clients we're switching level and give them time to receive. APlayerController* AGameModeBase::ProcessClientTravel(FString& FURL, FGuid NextMapGuid, bool bSeamless, bool bAbsolute) //Seamless Travel void UWorld::SeamlessTravel(const FString& SeamlessTravelURL, bool bAbsolute, FGuid MapPackageGuid)
ClientTravel
void APlayerController::ClientTravel(const FString& URL, ETravelType TravelType, bool bSeamless, FGuid MapPackageGiuid)
//ClientTravelInternal----(Reliable, Client)
void APlayerController::ClientTravelInternal_Implementation(const FString& URL, ETravelType TravelType, bool bSeamless, FGuid MapPackageGuid)
// Warn the client.
void APlayerController::PreClientTravel( const FString& PendingURL, ETravelType TravelType, bool bIsSeamlessTravel )
//Seamless Travel
void UWorld::SeamlessTravel(const FString& SeamlessTravelURL, bool bAbsolute, FGuid MapPackageGuid)
// Do the travel.
void UEngine::SetClientTravel( UWorld *InWorld, const TCHAR* NextURL, ETravelType InTravelType )
标签:const,ServerTravel,void,FGuid,bool,UE4,bAbsolute,ClientTravel,FString 来源: https://blog.csdn.net/DuGuYiZhao/article/details/121976341