Include documentation source in repository.

[CL 2489162 by Ben Marsh in Main branch]
This commit is contained in:
Ben Marsh
2015-03-24 08:35:52 -04:00
parent 0b470b49f8
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Title:1.1 - 永久关卡
Crumbs:%ROOT%, Resources, Resources/ContentExamples, Resources/ContentExamples/LevelStreaming
Description: 关卡动态载入的示例关卡概述,示例1.1: 永久关卡
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您在编辑器中使用File Menu(文件菜单)打开的地图将成为您的永久关卡。 永久关卡无法被载出。 一旦载入完成,它犹如管理层。 但使用永久关卡不会在创建内容方面受到任何限制。 您可以添加任何您想要的内容,但请牢记,它将总是被载入。
如需添加Streaming Level(动态载入关卡)到您的永久关卡,您需要打开WINDOW->LEVELS window RIGHTCLICK->ADD LEVEL(窗口->关卡窗口右键点击->添加关卡),这可以让您获得添加新关卡的多个选项。 您可以添加已存在的关卡或添加新关卡,甚至可以把已存在的关卡组合起来。 同时,它还可以让您选择动态载入的方式,但您也可以在之后进行变更。
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Title:1.1 - Persistent Level
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Description:An overview of the Level Streaming example level, example 1.1: Persistent Level
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The map you open with File Menu in the editor will be you Persistent Level. The Persistent Level cannot be streamed out. Once loaded, it is like a management layer, but the streaming level does not have any limitations for content. You can add whatever you want but keep in mind it will be always loaded.
To add a Streaming Level to you Persistent Level, you have to open the **WINDOW->LEVELS** window **RIGHT-CLICK->ADD LEVEL** gives you several options to add a new level. You can add existing levels or new one or even combine existing levels. It also lets you choose a streaming method but this can also be changed later
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INTSourceChangelist:2251663
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Title:1.1 - パーシスタント レベル
Crumbs:%ROOT%, Resources, Resources/ContentExamples/LevelStreaming
Description: レベルストリーミング事例レベルの概要 例 1.1:パーシスタント レベル
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エディタのファイル メニューで開くマップはパーシスタント レベルになります。パーシスタント レベルはストリームアウトできません。一度ロードされると、管理レイヤのようになります。しかし、ストリーミング レベルはコンテンツに対して制限がありません。希望するものを何でも追加することができますが、常にロードされることを忘れないでください。
パーシスタント レベルにストリーミング レベルを追加するには、**WINDOW->LEVELS** ウィンドウを開き、**右クリックで [ADD LEVEL]** を選ぶと、新規レベルの追加オプションが表示されます。既存レベル、または新規レベル、もしくは既存レベルの組み合わせを追加することができます。ストリーミング方法を選択することもできますし、後での変更も可能です。
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Title:1.1 - 퍼시스턴트 레벨
Crumbs:%ROOT%, Resources, Resources/ContentExamples/LevelStreaming
Description:Level Streaming 예제 레벨에 대한 개요로, 예제 1.1: Persistent Level, 퍼시스턴트 레벨 입니다.
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에디터에서 파일 메뉴를 통해 여는 맵은 퍼시스턴트(지속) 레벨이 됩니다. 퍼시스턴트 레벨은 스트리밍 아웃이 불가능합니다. 로드되고나면 관리 레이어 비슷하게 됩니다. 그러나 스트리밍 레벨에는 콘텐츠에 대한 제한이 없습니다. 원하는 것은 무엇이든 추가할 수 있지만, 항상 로드된다는 점을 유념해 주시기 바랍니다.
퍼시스턴트 레벨에 스트리밍 레벨을 추가하려면, 창 -> 레벨 창에서 우클릭 -> 레벨 추가, 새 레벨을 추가하기 위한 여러가지 옵션이 나옵니다. 기존 레벨을 추가하거나 새 레벨을 추가할 수도 있고, 기존 레벨을 합칠 수도 있습니다. 스트리밍 방법까지도 설정할 수 있으나, 나중에 바꿀 수 있습니다.
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Title:2.1 - 关卡动态载入体积
Crumbs:%ROOT%, Resources, Resources/ContentExamples, Resources/ContentExamples/LevelStreaming
Description: 关卡动态载入的示例关卡概述,示例2.1: 关卡动态载入体积
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**Level Streaming Volumes** (关卡动态载入体积)是让您标记关卡将在哪个区域被动态载入的Volume(体积)。
对它的使用赋予您控制游戏内行为的选项。 载入关卡和使之可见是不同的。 有可能载入关卡但其仍不可见。 载入可能会花费很长的时间,有时还需要在关卡可见前进行很长时间的载入。 同时载入的时间可能会出乎意料的长。(电脑配置问题或脏盘)这个时候我们就要使用区块。 如果您想要防止玩家看到一个关卡凭空出现,您可以暂停游戏(区块),直到该关卡被载入/可见,然后您可以让玩家继续游戏。
在使用体积时,一般您需要三个阶段的体积。 "Loading no visibility" (载入不可见)然后"Visible"(可见)并加上最后一道安全措施"Block"(区块),这样可以防止动态载入时间过长。
如果您想要了解背景中出现了什么内容,您可以使用控制台命令`stat levels`(统计关卡),它会为您显示具有所有地图的列表。 绿色=未载入。 黄色 =载入完成。 红色 = 载入完成并可见。
SVB_Loading =仅载入地图并且不变更可见度(可见度可由蓝图设置)
SVB_LoadingandVisibility =载入地图并且只要您在该体积内,就将地图设置为可见。
SVB_VisiblityBlockingOnLoad =从开始载入即暂停游戏,直到关卡可见。
SVB_Blocking on Load = 从开始载入即暂停游戏直到载入结束,但关卡将不可见。
SVB_LoadingNotVisible =载入关卡但将其设置为不可见。
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Title:2.1 - Level Streaming Volumes
Crumbs:%ROOT%, Resources, Resources/ContentExamples/LevelStreaming
Description:An overview of the Level Streaming example level, example 2.1: Level Streaming Volumes
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**Level Streaming Volumes** are Volumes that let you mark areas where a level will be streamed.
Usage gives you options for the behavior. Loading a level is not the same as making it visible. It is possible to load a level but keep it invisible. Loading can take a long time and sometimes needs to be done long before the level is visible. Also, loading can be unexpectingly long.(PC specs or dirty disc) That is when blocking is needed. If you want to avoid the player ever seeing a level appear out of nowhere, you have the option to pause the game (block) until the level is loaded/visible and then let the player continue.
When using Volumes, you usually want to have three stages of volumes. "Loading no visibility" then "Visible" and as last safety measure "Block" in case streaming toke to long.
To the what is going on in the background, you can use the console command `stat levels` it shows you a list with all map. Green= is not loaded. Yellow =loaded . Red = loaded and visible.
SVB_Loading = this will just load the map and does not change visibility (visibility can be set by blueprint).
SVB_LoadingandVisibility = this will load and set the map to be visibly as long as you are inside the volume.
SVB_VisiblityBlockingOnLoad = this will pause the game from start loading until it is visible.
SVB_Blocking on Load = this will pause the game from start loading to end loading but will not make it visible.
SVB_LoadingNotVisible = this will load the level but it sets it to not visible.
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Title:2.1 - レベル ストリーミング ボリューム
Crumbs:%ROOT%, Resources, Resources/ContentExamples/LevelStreaming
Description: レベル ストリーミング事例レベルの概要 例 2.1:レベル ストリーミング ボリューム
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**レベル ストリーミング ボリューム** は、レベルがストリームされる領域をマークすることができるボリュームです。
動作オプションを選ぶことができます。ロードされたレベルが表示されるとは限りません。非表示のままレベルをロードすることが可能です。ロードにはかなり時間がかかりますので、レベルを表示する場合は、かなり前に完了していなければならない場合もあります。ロード時間があまりにも長すぎる場合 (PC の仕様や dirty なディスク) は、ブロックする必要があります。いつの間にかレベルが表示されて、それをプレーヤーに見せたくない場合は、レベルがロード/ 表示されるまでゲームを一時停止 (ブロック) し、その後でプレーヤーに続行させるオプションもあります。
ボリュームを使用する際には、通常 3 つのボリューム ステージが便利です。Loading no visibility (非表示のままロード) 、Visible (表示) 、 そしてストリームに時間がかかり過ぎる場合には Block (ブロック) が安全な方法です。
コンソール コマンドの [stat levels] は全てのマップリストを表示するので、背景の様子を確認することができます。緑 = ロードされていません。黄色 = ロード済。赤 = ロード済で表示。
SVB_Loading = マップのロードのみで、表示 / 非表示は変更しません (表示 / 非表示はブループリントで設定可能)。
SVB_LoadingandVisibility = ボリュームの内側にいる限り、表示設定でマップをロードします。
SVB_VisiblityBlockingOnLoad = 表示されるまで、ロード開始からゲームを一時停止します。
SVB_Blocking on Load = ロードの開始から終了までゲームを一時停止しますが表示されません。
SVB_LoadingNotVisible = 非表示設定でレベルをロードします。
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Title:2.1 - 레벨 스트리밍 볼륨
Crumbs:%ROOT%, Resources, Resources/ContentExamples/LevelStreaming
Description:Level Streaming 예제 레벨에 대한 개요로, 예제 2.1: Level Streaming Volumes, 레벨 스트리밍 볼륨 입니다.
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**Level Streaming Volumes** (레벨 스트리밍 볼륨)은 레벨이 스트리밍되는 지역을 마킹할 수 있도록 해 주는 볼륨입니다.
용도(Usage)는 작동방식에 대한 옵션입니다. 레벨을 로드하는 것은 보이게 만드는 것과 같지 않습니다. 레벨 로드는 하되 안보이는 상태로 유지하는 것도 가능합니다. 로드는 오랜 시간이 걸리는 것으로, 가끔은 레벨이 보이기 한참 전서부터 로드를 시작해야 할 수 있습니다. 또한 로드 시간이 (PC 사양이나 디스크 더티 상태로 인해) 예상보다 오래 걸릴 수 있습니다. 그럴 때 블로킹이 필요한데요. 레벨이 갑자기 나타나는 것을 플레이어가 목격하지 못하도록 하려면, 레벨이 로드되어 보이게 될 때까지 게임을 일시정지(블록)시킨 다음 플레이어가 재개하도록 할 수 있습니다.
볼륨을 사용할 때는 보통 세 단계의 볼륨을 만드는 것이 좋습니다. "보이지 않고 로딩", 그리고 "보이게", 마지막 스트리밍이 너무 오래 걸리는 경우의 안전 조치로 "블록" 입니다.
백그라운드에서 어떤 일이 벌어지나 알아보기 위해 콘솔 명령 `stat levels` 를 사용하면 모든 맵 목록이 표시됩니다. 녹색은 로드되지 않음, 노랑은 로드됨, 빨강은 로드되어 보임 입니다.
SVB_Loading = 맵을 그냥 로드만 하고 표시여부는 바꾸지 않습니다 (표시여부는 블루프린트에서 설정할 수 있습니다).
SVB_LoadingandVisibility = 로드하고 볼륨 안에 있으면 맵을 보이도록 설정합니다.
SVB_VisiblityBlockingOnLoad = 로딩 시작에서 보이게 될 때까지 게임을 일시정지시킵니다.
SVB_Blocking on Load = 로딩 시작부터 끝까지 게임을 일시정지시키나 보이게 만들지는 않습니다.
SVB_LoadingNotVisible = 레벨을 로드는 하나 보이지 않도록 설정합니다.
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Title:2.2 -
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Description:An overview of the Level Streaming example level, example 2.2:
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Description: レベル ストリーミング事例レベルの概要 例 2.2:
[VAR:Topic]
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Description:Level Streaming 예제 레벨에 대한 개요로, 예제 2.2:
[VAR:Topic]
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[PARAM:image]
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[PARAM:icon]
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%Resources/ContentExamples/LevelStreaming/2_2:title%
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%Resources/ContentExamples/LevelStreaming/2_2:description%
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[VAR:TopicCompact]
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[PARAM:icon]
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%Resources/ContentExamples/LevelStreaming/2_3:title%
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[VAR:Topic]
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[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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%Resources/ContentExamples/LevelStreaming/2_3:title%
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%Resources/ContentExamples/LevelStreaming/2_3:title%
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%Resources/ContentExamples/LevelStreaming/2_3:description%
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[VAR:Topic]
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[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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%Resources/ContentExamples/LevelStreaming/2_3:title%
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%Resources/ContentExamples/LevelStreaming/2_3:title%
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%Resources/ContentExamples/LevelStreaming/2_3:description%
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[PARAM:icon]
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[VAR:Topic]
[OBJECT:Topic]
[PARAM:image]
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[VAR:Topic]
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[PARAM:image]
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[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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Description: 关卡动态载入的示例关卡概述,示例3.1:
[VAR:Topic]
[OBJECT:Topic]
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![%Resources/ContentExamples/LevelStreaming/3_1:title%]()
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[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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%Resources/ContentExamples/LevelStreaming/3_1:title%
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![](%ROOT%\editor_icon.png)(convert:false)
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[PARAM:title]
%Resources/ContentExamples/LevelStreaming/3_1:title%
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%Resources/ContentExamples/LevelStreaming/3_1:description%
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[RELATIVE:Resources/ContentExamples/LevelStreaming/3_1]
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[/VAR]
蓝图函数Load Stream Level(载入动态载入的关卡)可被用来在关卡中进行动态载入。 您只需把关卡的名称输入文本区域即可。 不管玩家在世界的哪个位置,用这种方式载入的关卡将保持为载入的状态。
使用蓝图载入关卡可以从任何蓝图内执行。 当关卡与EventReceiveBeginPla可见时,它也可以执行蓝图脚本。 使用CustomEvent(自定义事件)并Call Remote event(调用远程事件)将可以在关卡间进行交流。
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[/PARAM]
[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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%Resources/ContentExamples/LevelStreaming/3_1:title%
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The Blueprint function "Load Stream Level" can be used to stream in a level. Just type the exact name of level into the text field. A level loaded that way will stay loaded no matter where the player is in the world.
Loading levels with a Blueprint can be done from any blueprint. Level also can execute blueprint script as soon as it is visible with the EventReceiveBeginPlay. Using a CustomEvent and Call Remote event makes it possible to communicate between level.
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[VAR:Topic]
[OBJECT:Topic]
[PARAM:image]
![%Resources/ContentExamples/LevelStreaming/3_1:title%]()
[/PARAM]
[PARAM:icon]
![](%ROOT%\editor_icon.png)(convert:false)
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%Resources/ContentExamples/LevelStreaming/3_1:title%
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%Resources/ContentExamples/LevelStreaming/3_1:description%
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[RELATIVE:Resources/ContentExamples/LevelStreaming/3_1]
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[VAR:TopicCompact]
[OBJECT:TopicCompact]
[PARAM:image]
![%Resources/ContentExamples/LevelStreaming/3_1:title%]()
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![](%ROOT%\editor_icon.png)(convert:false)
[/PARAM]
[PARAM:title]
%Resources/ContentExamples/LevelStreaming/3_1:title%
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%Resources/ContentExamples/LevelStreaming/3_1:description%
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[RELATIVE:Resources/ContentExamples/LevelStreaming/3_1]
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レベル内でのストリームにブループリント関数の Load Stream Level を使用できます。テキスト欄にそのままのレベル名を入力します。このロード方法では、プレーヤーがワールドのどこにいてもレベルはロードされ続けます。
ブループリントを使用したレベルのロードはどのブループリントからも可能です。レベルは、EventReceiveBeginPlay で表示されると、ブループリントスクリプトの実行も可能です。CustomEvent と Call Remote イベントでレベル間のコミュニケーションが可能になります。

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