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UE5.4.3 重放 重放系统

最编程 2024-10-02 07:07:49
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工程的配置文件DefaultEngine.ini中需要加入
+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName=“/Script/Engine.DemoNetDriver”,DriverClassNameFallback=“/Script/Engine.DemoNetDriver”)
此步骤将启用并加载DemoNetDriver

.ini添加示例

[/Script/EngineSettings.GameMapsSettings] GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap

//新加部分

+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName=“/Script/Engine.DemoNetDriver”,DriverClassNameFallback=“/Script/Engine.DemoNetDriver”) 

关卡内所有staticmesh勾选static meshreplicate movement(确保actor被正确复制)

项目文件的build.cs中包含“Json”
创建一个自己的C++ GameInstance类

MyGameInstanceClass.h

// 在项目设置页面填写你的版权声明。

#pragma once

#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "NetworkReplayStreaming.h"
#include "MyGameInstanceClass.generated.h"

// 定义一个结构体,用于存储回放信息
USTRUCT(BlueprintType)
struct FS_ReplayInfo
{
	GENERATED_BODY()
	
	UPROPERTY(BlueprintReadOnly)
	FString ReplayName; // 回放文件名

	UPROPERTY(BlueprintReadOnly)
	FString FriendlyName; // 回放友好名称

	UPROPERTY(BlueprintReadOnly)
	FDateTime Timestamp; // 时间戳

	UPROPERTY(BlueprintReadOnly)
	int32 LengthInMS; // 回放时长(毫秒)

	UPROPERTY(BlueprintReadOnly)
	bool bIsValid; // 是否有效

	// 构造函数,用于初始化回放信息
	FS_ReplayInfo(FString NewName, FString NewFriendlyName, FDateTime NewTimestamp, int32 NewLengthInMS)
	{
		ReplayName = NewName;
		FriendlyName = NewFriendlyName;
		Timestamp = NewTimestamp;
		LengthInMS = NewLengthInMS;
		bIsValid = true;
	}

	// 默认构造函数
	FS_ReplayInfo()
	{
		ReplayName = "Replay";
		FriendlyName = "Replay";
		Timestamp = FDateTime::MinValue();
		LengthInMS = 0;
		bIsValid = false;
	}
};

// 定义一个游戏实例类,用于管理回放功能
UCLASS()
class REPLAYTEST_API UMyGameInstanceClass : public UGameInstance
{
	GENERATED_BODY()

public:
	// 初始化函数
	virtual void Init() override;
	
private:
	TSharedPtr<INetworkReplayStreamer> EnumerateStreamsPtr; // 回放流指针

	FEnumerateStreamsCa

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