Lyra数据资产类别
Lyra数据资产类别
Lyra数据资产类别
ULyraUserFacingExperienceDefinition
定义
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/** Description of settings used to display experiences in the UI and start a new session */
/** 描述用于在用户界面中展示体验以及启动新会话所使用的设置 */
UCLASS(BlueprintType)
class ULyraUserFacingExperienceDefinition : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
/** The specific map to load */
/** 要加载的具体地图 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience, meta=(AllowedTypes="Map"))
FPrimaryAssetId MapID;
/** The gameplay experience to load */
/** 正在加载的游戏体验内容 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience, meta=(AllowedTypes="LyraExperienceDefinition"))
FPrimaryAssetId ExperienceID;
/** Extra arguments passed as URL options to the game */
/** 作为游戏的 URL 选项传递的额外参数 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
TMap<FString, FString> ExtraArgs;
/** Primary title in the UI */
/** 用户界面中的主要标题 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
FText TileTitle;
/** Secondary title */
/** 二级标题 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
FText TileSubTitle;
/** Full description */
/** 完整描述 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
FText TileDescription;
/** Icon used in the UI */
/** 在用户界面中使用的图标 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
TObjectPtr<UTexture2D> TileIcon;
/** The loading screen widget to show when loading into (or back out of) a given experience */
/** 用于在进入(或退出)特定体验时显示的加载界面组件 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=LoadingScreen)
TSoftClassPtr<UUserWidget> LoadingScreenWidget;
/** If true, this is a default experience that should be used for quick play and given priority in the UI */
/** 如果为真,则表示这是一个默认体验模式,适用于快速游玩,并且在用户界面中应予以优先展示 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
bool bIsDefaultExperience = false;
/** If true, this will show up in the experiences list in the front-end */
/** 如果为真,则此内容将在前端的“经验”列表中显示 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
bool bShowInFrontEnd = true;
/** If true, a replay will be recorded of the game */
/** 如果为真,则会记录游戏的回放过程 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
bool bRecordReplay = false;
/** Max number of players for this session */
/** 本次游戏可参与的最大玩家数量 */
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category=Experience)
int32 MaxPlayerCount = 16;
public:
/** Create a request object that is used to actually start a session with these settings */
/** 创建一个请求对象,该对象用于根据这些设置实际启动会话 */
UFUNCTION(BlueprintCallable, BlueprintPure=false, meta = (WorldContext = "WorldContextObject"))
UCommonSession_HostSessionRequest* CreateHostingRequest(const UObject* WorldContextObject) const;
};
配置
记得在引擎得资产管理配置这种类型得扫描资产,要不然引擎不知道,就不会扫到它.
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(PrimaryAssetType="LyraExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraExperienceDefinition",bHasBlueprintClasses=True,bIsEditorOnly=False,Directories=((Path="/Game/System/Experiences"),(Path="/Game/XGTest")),SpecificAssets=("/Game/System/FrontEnd/B_LyraFrontEnd_Experience.B_LyraFrontEnd_Experience"),Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
记得两种Experience都要添加,这样才能找到!!!
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(PrimaryAssetType="LyraUserFacingExperienceDefinition",AssetBaseClass="/Script/LyraGame.LyraUserFacingExperienceDefinition",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="/Game/UI/Temp"),(Path="/Game/System/Playlists")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
调用位置
编辑器:/Game/UI/Menu/Experiences/W_HostSessionScreen.W_HostSessionScreen
ULyraLobbyBackground
定义
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/**
* Developer settings / editor cheats
*/
UCLASS(config=EditorPerProjectUserSettings, MinimalAPI)
class ULyraLobbyBackground : public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, BlueprintReadOnly)
TSoftObjectPtr<UWorld> BackgroundLevel;
};
配置
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[/Script/Engine.AssetManagerSettings]
(PrimaryAssetType="LyraLobbyBackground",AssetBaseClass="/Script/LyraGame.LyraLobbyBackground",bHasBlueprintClasses=False,bIsEditorOnly=False,Directories=((Path="Items/Backgrounds")),SpecificAssets=,Rules=(Priority=-1,ChunkId=-1,bApplyRecursively=True,CookRule=AlwaysCook))
调用位置
编辑器:/Game/Environments/B_LoadRandomLobbyBackground.B_LoadRandomLobbyBackground
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