126 lines
4.9 KiB
Ucode
126 lines
4.9 KiB
Ucode
/**
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* LevelStreaming
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*
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* Abstract base class of container object encapsulating data required for streaming and providing
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* interface for when a level should be streamed in and out of memory.
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*
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* Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
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*/
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class LevelStreaming extends Object
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abstract
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editinlinenew
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native;
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/** Name of the level package name used for loading. */
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var() editconst const name PackageName;
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/** Pointer to Level object if currently loaded/ streamed in. */
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var transient const level LoadedLevel;
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/** Offset applied to actors after loading. */
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var() const vector Offset;
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/** Transform applied to actors after loading. */
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var() const Matrix LevelTransform;
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/** Current/ old offset required for changing the offset at runtime, e.g. in the Editor. */
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var const vector OldOffset;
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/** Whether the level is currently visible/ associated with the world */
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var const transient bool bIsVisible;
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/** Whether we currently have a load request pending. */
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var const transient bool bHasLoadRequestPending;
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/** Whether we currently have an unload request pending. */
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var const transient bool bHasUnloadRequestPending;
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/** Whether this level should be visible in the Editor */
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var() editoronly const bool bShouldBeVisibleInEditor;
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/** Whether this level's bounding box should be visible in the Editor. */
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var const bool bBoundingBoxVisible;
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/** Whether this level is locked; that is, its actors are read-only. */
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var() const bool bLocked;
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/** Whether this level is fully static - if it is, then assumptions can be made about it, ie it doesn't need to be reloaded since nothing could have changed */
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var() const bool bIsFullyStatic;
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/** Whether the level should be loaded */
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var const transient bool bShouldBeLoaded;
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/** Whether the level should be visible if it is loaded */
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var const transient bool bShouldBeVisible;
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/** Whether we want to force a blocking load */
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var transient bool bShouldBlockOnLoad;
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/** The level's color; used to make the level easily identifiable in the level browser, for actor level visulization, etc. */
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var() const color DrawColor;
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/** The level streaming volumes bound to this level. */
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var() const editconst array<LevelStreamingVolume> EditorStreamingVolumes;
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/** If TRUE, will be drawn on the 'level streaming status' map (STAT LEVELMAP console command) */
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var() bool bDrawOnLevelStatusMap;
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/** Cooldown time in seconds between volume-based unload requests. Used in preventing spurious unload requests. */
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var() float MinTimeBetweenVolumeUnloadRequests;
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/** Time of last volume unload request. Used in preventing spurious unload requests. */
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var const transient float LastVolumeUnloadRequestTime;
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/** Whether this level streaming object's level should be unloaded and the object be removed from the level list. */
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var const transient bool bIsRequestingUnloadAndRemoval;
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/** List of keywords to filter on in the level browser */
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var editoronly array<string> Keywords;
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/** The grid volume bound to this level, if any */
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var() const editconst LevelGridVolume EditorGridVolume;
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/** Row, column and depth of this streaming level in a streaming grid network */
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var() const editconst int GridPosition[ 3 ];
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cpptext
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{
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/**
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* Returns whether this level should be present in memory which in turn tells the
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* streaming code to stream it in. Please note that a change in value from FALSE
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* to TRUE only tells the streaming code that it needs to START streaming it in
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* so the code needs to return TRUE an appropriate amount of time before it is
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* needed.
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*
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* @param ViewLocation Location of the viewer
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* @return TRUE if level should be loaded/ streamed in, FALSE otherwise
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*/
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virtual UBOOL ShouldBeLoaded( const FVector& ViewLocation );
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/**
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* Returns whether this level should be visible/ associated with the world if it is
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* loaded.
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*
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* @param ViewLocation Location of the viewer
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* @return TRUE if the level should be visible, FALSE otherwise
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*/
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virtual UBOOL ShouldBeVisible( const FVector& ViewLocation );
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/** Get a bounding box around the streaming volumes associated with this LevelStreaming object */
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FBox GetStreamingVolumeBounds();
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// UObject interface.
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virtual void PostEditChangeChainProperty(FPropertyChangedChainEvent& PropertyChangedEvent);
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}
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defaultproperties
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{
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bShouldBeVisibleInEditor=TRUE
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DrawColor=(R=255,G=255,B=255,A=255)
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MinTimeBetweenVolumeUnloadRequests=2.0
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bDrawOnLevelStatusMap=TRUE
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}
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