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UE4 ServerTravel ClientTravel

作者:互联网

ServerTravel

GameModel有效后,不能包含:

  1. %
  2. :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