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[代码插件] Async Loading Screen 1.3.0

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发表于 2024-3-27 15:08:51 | 显示全部楼层 |阅读模式




Are you looking for a loading system without Level Streaming? If yes, then you already found GOLD

Usually, you have to use Level Streaming for loading screens because User Widget is destroyed at level transition, and level loading runs on the main thread, which blocks any other game activities until it's completed. So you will need to control which object is loaded/unloaded manually. Also, you can't use different Game Mode and Player Controller for each level, and sometimes there's still occasional freezing.

That said, you may need to change your game logic to fit with the Level Streaming mechanic, and it requires a lot of work to achieve a simple thing: Add a Loading Screen. To create a custom loading screen without Level Streaming, you must do it in Unreal C++. However, this is a challenging task for artists and designers, even for developers unfamiliar with the Slate framework and engine module code. Async Loading Screen plug-in comes to a savior.

Async Loading Screen allows you to easily configure a Loading Screen System in the project settings and automatically add a Loading Screen whenever you open a new level. Async Loading Screen also comes with pre-design UI layouts and default icons, making it easy to customize your loading screen in a few minutes.


你在寻找一个没有关卡流的加载系统吗?如果是,那么你已经找到黄金了

通常情况下,你必须使用关卡流来加载屏幕,因为User Widget在关卡转换时被破坏,而关卡加载运行在主线程上,这会阻碍任何其他游戏活动,直到它完成。因此,您需要手动控制加载/卸载哪个对象。此外,你不能为每个关卡使用不同的游戏模式和玩家控制器,有时仍然会偶尔出现冻结。

也就是说,你可能需要改变你的游戏逻辑以适应关卡流机制,这需要大量的工作来实现一个简单的事情:添加加载屏幕。要创建一个没有关卡流的自定义加载屏幕,你必须在虚幻c++中完成。然而,这对于美工和设计师来说是一项具有挑战性的任务,甚至对于不熟悉Slate框架和引擎模块代码的开发人员来说也是如此。异步加载屏幕插件成为救世主。

异步加载屏幕允许你在项目设置中轻松配置加载屏幕系统,并在打开新关卡时自动添加加载屏幕。异步加载屏幕还带有预先设计的UI布局和默认图标,可以在几分钟内轻松定制加载屏幕。




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