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Dynamic level streaming in C++ with multiplayer support.

G'day,

Is it possible to stream a map that isn't a sub-level in a multiplayer game?

Everything I do works standalone or on the server, but nothing seems to get the client to load the streamed in level.

I feel I'm missing something important.

The basic code is as follows:

 ULevelStreamingKismet* StreamingLevel = NewObject<ULevelStreamingKismet>(World, NAME_None, RF_Transient, nullptr);

 StreamingLevel->bShouldBeLoaded = true;
 StreamingLevel->bShouldBeVisible = true;
 StreamingLevel->bShouldBlockOnLoad = false;
 StreamingLevel->bInitiallyLoaded = true;
 StreamingLevel->bInitiallyVisible = true;

 StreamingLevel->SetWorldAssetByPackageName(MapName);
 StreamingLevel->PackageNameToLoad = MapName;

 World->StreamingLevels.Add(StreamingLevel);
 World->FlushLevelStreaming();

I've tried using ClientUpdateLevelStreamingStatus(), ClientFlushLevelStreaming() etc without any luck.

Any input would be appreciated.

Kris

Product Version: UE 4.8
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asked Jun 22 '15 at 05:50 AM in C++ Programming

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Kris
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avatar image Kris Dec 30 '16 at 09:39 AM

A little update to this issue.

I submitted a PR to Rama's awesome Blueprint function library that includes a struct and function that can be combined to achieve the desired result.

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I'd like to know this as well

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answered Apr 12 '16 at 03:43 AM

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v01dmaester
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