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// Fill out your copyright notice in the Description page of Project Settings. | |
#include "AsyncLevelLoadSceneComponent.h" | |
#include "Kismet/GameplayStatics.h" | |
#include "GameFramework/PlayerController.h" | |
UAsyncLevelLoadSceneComponent::UAsyncLevelLoadSceneComponent() | |
{ | |
PrimaryComponentTick.bCanEverTick = true; | |
bIsLoading = false; | |
} | |
void UAsyncLevelLoadSceneComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) | |
{ | |
Super::TickComponent(DeltaTime, TickType, ThisTickFunction); | |
if (bIsLoading) | |
{ | |
float localLoadingPercentage = GetAsyncLoadPercentage(FName(*(pLevelDir + pLevelName))); | |
if (localLoadingPercentage >= 0) | |
{ | |
loadingPercentage = localLoadingPercentage; | |
UE_LOG(LogTemp, Log, TEXT("Loading progress: %f%%"), loadingPercentage); | |
} | |
} | |
} | |
#pragma region Async | |
void UAsyncLevelLoadSceneComponent::AsyncLevelLoad(const FString& LevelDir, const FString& LevelName) | |
{ | |
PrimaryComponentTick.bCanEverTick = true; | |
pLevelDir = LevelDir; | |
pLevelName = LevelName; | |
bIsLoading = true; | |
LoadPackageAsync(LevelDir + LevelName, | |
FLoadPackageAsyncDelegate::CreateLambda([this, LevelDir, LevelName](const FName& PackageName, UPackage* LoadedPackage, EAsyncLoadingResult::Type Result) | |
{ | |
if (Result == EAsyncLoadingResult::Succeeded) | |
{ | |
pResult = Result; | |
OnLevelLoadedDelegate_Async.Broadcast(); | |
} | |
} | |
), | |
0, | |
PKG_ContainsMap); | |
} | |
void UAsyncLevelLoadSceneComponent::OpenLoadedLevel() | |
{ | |
FString ResultString = GetLoadingResultString(pResult); | |
if (pResult != EAsyncLoadingResult::Succeeded) | |
{ | |
UE_LOG(LogTemp, Error, TEXT("'OpenLoadedLevel' is called, but level is not loaded! | Loading Status: %s"), *ResultString); | |
return; | |
} | |
UE_LOG(LogTemp, Log, TEXT("Level loaded succesful, opening... | Name: %s | Loading Status: %s"), *pLevelName, *ResultString); | |
UGameplayStatics::OpenLevel(this, FName(*(pLevelDir + pLevelName))); | |
PrimaryComponentTick.bCanEverTick = false; | |
} | |
FString UAsyncLevelLoadSceneComponent::GetLoadingResultString(EAsyncLoadingResult::Type Result) | |
{ | |
switch (Result) | |
{ | |
case EAsyncLoadingResult::Succeeded: | |
return TEXT("Succeeded"); | |
case EAsyncLoadingResult::Failed: | |
return TEXT("Failed"); | |
case EAsyncLoadingResult::Canceled: | |
return TEXT("Canceled"); | |
default: | |
return TEXT("Unknown"); | |
} | |
} | |
#pragma endregion | |
#pragma region Streaming | |
void UAsyncLevelLoadSceneComponent::StreamLevelLoad(const FString& LevelNameToLoad, const FString& LevelNameToUnload) | |
{ | |
UE_LOG(LogTemp, Log, TEXT("Loading level: %s"), *LevelNameToLoad); | |
UE_LOG(LogTemp, Log, TEXT("Will unload level after load: %s"), *LevelNameToUnload); | |
// Get the name of the current level | |
pLevelNameToUnload = LevelNameToUnload; | |
// Load the level with the given name | |
FLatentActionInfo LatentInfoLoad; | |
LatentInfoLoad.CallbackTarget = this; | |
LatentInfoLoad.ExecutionFunction = FName("OnStreamLevelLoaded"); | |
LatentInfoLoad.UUID = 0; | |
LatentInfoLoad.Linkage = 0; | |
UGameplayStatics::LoadStreamLevel(this, FName(LevelNameToLoad), true, false, LatentInfoLoad); | |
} | |
void UAsyncLevelLoadSceneComponent::OnStreamLevelLoaded() | |
{ | |
UE_LOG(LogTemp, Log, TEXT("Level loaded. Unloading level: %s"), *pLevelNameToUnload); | |
OnLevelLoadedDelegate_Streaming.Broadcast(); | |
// Unload the current level | |
FLatentActionInfo LatentInfoUnload; | |
UGameplayStatics::UnloadStreamLevel(this, FName(pLevelNameToUnload), LatentInfoUnload, false); | |
} | |
#pragma endregion |
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