UE4 ClientTravel使用

打开关卡前发送参数

const FString TravelURL = IPAddress + ":" + Port;

FString Param = TEXT("");

Param += TEXT("?OculusID=") + OculusID  + MapName;

FString FinalURL = TravelURL + Param;

UGameplayStatics::GetPlayerController(this, 0)->ClientTravel(FinalURL, ETravelType::TRAVEL_Absolute);

在打开关卡时加载参数

重载GameMode的InitNewPlayer函数 从其中的Option中进行读取

GameMode::InitNewPlayer(APlayerController * NewPlayerController, const FUniqueNetIdRepl & UniqueId, const FString & Options, const FString & Portal)

{
    
    

FString OculusID = UGameplayStatics::ParseOption(Options, TEXT("OculusID"));

}

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转载自blog.csdn.net/weixin_41130251/article/details/131892570