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UE5.4.3 录屏回放系统ReplaySystem蓝图版

这是ReplaySystem的蓝图使用方法版,以第三人称模版为例,需要几个必须步骤

项目config内DefaultEngine.ini的最后添加:

[/Script/Engine.GameEngine]
+NetDriverDefinitions=(DefName="DemoNetDriver",DriverClassName="/Script/Engine.DemoNetDriver",DriverClassNameFallback="/Script/Engine.DemoNetDriver")

项目的.build.cs用添加Josn模块

PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput","Json" });

创建MyGameInstance继承至GameInstance

MyGameInstance.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "Engine/GameInstance.h"

#include "NetworkReplayStreaming.h"
#include "Runtime/NetworkReplayStreaming/NullNetworkReplayStreaming/Public/NullNetworkReplayStreaming.h"
#include "Misc/NetworkVersion.h"

#include "MyGameInstance.generated.h"

USTRUCT(BlueprintType)
struct FS_ReplayInfo
{
GENERATED_USTRUCT_BODY()
 
UPROPERTY(BlueprintReadOnly)
FString ReplayName;
UPROPERTY(BlueprintReadOnly)
FString FriendlyName;
UPROPERTY(BlueprintReadOnly)
FDateTime Timestamp;
UPROPERTY(BlueprintReadOnly)
int32 LengthInMS;
UPROPERTY(BlueprintReadOnly)
bool bIsValid;
 
FS_ReplayInfo()
{
ReplayName = "Replay";
FriendlyName = "Replay";
Timestamp = FDateTime::MinValue();
LengthInMS = 0;
bIsValid = false;
}
 
FS_ReplayInfo(FString NewName, FString NewFriendlyName, FDateTime NewTimestamp, int32 NewLengthInMS)
{
ReplayName = NewName;
FriendlyName = NewFriendlyName;
Timestamp = NewTimestamp;
LengthInMS = NewLengthInMS;
bIsValid = true;
}
};

UCLASS()
class REPLAYUE54_API UMyGameInstance : public UGameInstance
{
GENERATED_BODY()

public:
UFUNCTION(BlueprintCallable, Category = "Replays")
void StartRecordingReplayFromBP(FString ReplayName, FString FriendlyName);
UFUNCTION(BlueprintCallable, Category = "Replays")
void StopRecordingReplayFromBP();
UFUNCTION(BlueprintCallable, Category = "Replays")
void PlayReplayFromBP(FString ReplayName);
UFUNCTION(BlueprintCallable, Category = "Replays")
void FindReplays();
UFUNCTION(BlueprintCallable, Category = "Replays")
void RenameReplay(const FString& ReplayName, const FString& NewFriendlyReplayName);
UFUNCTION(BlueprintCallable, Category = "Replays")
void DeleteReplay(const FString& ReplayName);
 
virtual void Init() override;
 
TSharedPtr<INetworkReplayStreamer> EnumerateStreamsPtr;
 
FEnumerateStreamsCallback OnEnumerateStreamsCompleteDelegate1;
void OnEnumerateStreamsComplete1(const FEnumerateStreamsResult& Result);
 
FDeleteFinishedStreamCallback OnDeleteFinishedStreamCompleteDelegate1;
void OnDeleteFinishedStreamComplete1(const FDeleteFinishedStreamResult& Result);
 
UFUNCTION(BlueprintImplementableEvent, Category = "Replays")
void BP_OnFindReplaysComplete1(const TArray<FS_ReplayInfo>& AllReplaysm);

};

MyGmaeInstance.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "MyGameInstance.h"

#include "Modules/ModuleManager.h"
#include "Runtime/Core/Public/HAL/FileManager.h"
#include "Runtime/Core/Public/Misc/FileHelper.h"

void UMyGameInstance::Init()
{
Super::Init();
 
// create a ReplayStreamer for FindReplays() and DeleteReplay(..)
EnumerateStreamsPtr = FNetworkReplayStreaming::Get().GetFactory().CreateReplayStreamer();

// Link FindReplays() delegate to function
OnEnumerateStreamsCompleteDelegate1 = FEnumerateStreamsCallback::CreateUObject(this, &UMyGameInstance::OnEnumerateStreamsComplete1);

// Link DeleteReplay() delegate to function
OnDeleteFinishedStreamCompleteDelegate1 = FDeleteFinishedStreamCallback::CreateUObject(this, &UMyGameInstance::OnDeleteFinishedStreamComplete1);
}
void UMyGameInstance::StartRecordingReplayFromBP(FString ReplayName, FString FriendlyName)
{
StartRecordingReplay(ReplayName, FriendlyName);
}
 
void UMyGameInstance::StopRecordingReplayFromBP()
{
StopRecordingReplay();
}
 
void UMyGameInstance::PlayReplayFromBP(FString ReplayName)
{
PlayReplay(ReplayName);
}
void UMyGameInstance::FindReplays()
{
if (EnumerateStreamsPtr.Get())
{
EnumerateStreamsPtr.Get()->EnumerateStreams(FNetworkReplayVersion(), int32(), FString(), TArray<FString>(), OnEnumerateStreamsCompleteDelegate1);
}
}
 
void UMyGameInstance::OnEnumerateStreamsComplete1(const FEnumerateStreamsResult& Result)
{
TArray<FS_ReplayInfo> AllReplays;
 
for (FNetworkReplayStreamInfo StreamInfo : Result.FoundStreams)
{
void BP_OnFindReplaysComplete1(const TArray<FS_ReplayInfo> &AllReplaysm);
if (!StreamInfo.bIsLive)
{
AllReplays.Add(FS_ReplayInfo(StreamInfo.Name, StreamInfo.FriendlyName, StreamInfo.Timestamp, StreamInfo.LengthInMS));
}
}
BP_OnFindReplaysComplete1(AllReplays);
}
 
void UMyGameInstance::RenameReplay(const FString& ReplayName, const FString& NewFriendlyReplayName)
{
// Get File Info
FNullReplayInfo Info;
 
const FString DemoPath = FPaths::Combine(*FPaths::ProjectSavedDir(), TEXT("Demos/"));
const FString StreamDirectory = FPaths::Combine(*DemoPath, *ReplayName);
const FString StreamFullBaseFilename = FPaths::Combine(*StreamDirectory, *ReplayName);
const FString InfoFilename = StreamFullBaseFilename + TEXT(".replayinfo");
 
TUniquePtr<FArchive> InfoFileArchive(IFileManager::Get().CreateFileReader(*InfoFilename));
 
if (InfoFileArchive.IsValid() && InfoFileArchive->TotalSize() != 0)
{
FString JsonString;
*InfoFileArchive << JsonString;
 
Info.FromJson(JsonString);
Info.bIsValid = true;
 
InfoFileArchive->Close();
}
 
// Set FriendlyName
Info.FriendlyName = NewFriendlyReplayName;
 
// Write File Info
TUniquePtr<FArchive> ReplayInfoFileAr(IFileManager::Get().CreateFileWriter(*InfoFilename));
 
if (ReplayInfoFileAr.IsValid())
{
FString JsonString = Info.ToJson();
*ReplayInfoFileAr << JsonString;
 
ReplayInfoFileAr->Close();
}
}
void UMyGameInstance::DeleteReplay(const FString& ReplayName)
{
if (EnumerateStreamsPtr.Get())
{
EnumerateStreamsPtr.Get()->DeleteFinishedStream(ReplayName, OnDeleteFinishedStreamCompleteDelegate1);
}
}
 
void UMyGameInstance::OnDeleteFinishedStreamComplete1(const FDeleteFinishedStreamResult& Result)
{
FindReplays();
}


创建ReplayControllerplayer类继承至PlayerController类

ReplayControllerplayer.h
// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "ReplayControllerplayer.generated.h"

/**
 * 
 */
UCLASS()
class REPLAYUE54_API AReplayControllerplayer : public APlayerController
{
GENERATED_BODY()

public:

/** we must set some Pause-Behavior values in the ctor */
AReplayControllerplayer(const FObjectInitializer& ObjectInitializer);
 
protected:
 
/** for saving Anti-Aliasing and Motion-Blur settings during Pause State */
int32 PreviousAASetting;
int32 PreviousMBSetting;
 
public:
 
/** Set the Paused State of the Running Replay to bDoPause. Return new Pause State */
UFUNCTION(BlueprintCallable, Category = "CurrentReplay")
bool SetCurrentReplayPausedState(bool bDoPause);
 
/** Gets the Max Number of Seconds that were recorded in the current Replay */
UFUNCTION(BlueprintCallable, Category = "CurrentReplay")
int32 GetCurrentReplayTotalTimeInSeconds() const;
 
/** Gets the Second we are currently watching in the Replay */
UFUNCTION(BlueprintCallable, Category = "CurrentReplay")
int32 GetCurrentReplayCurrentTimeInSeconds() const;
 
/** Jumps to the specified Second in the Replay we are watching */
UFUNCTION(BlueprintCallable, Category = "CurrentReplay")
void SetCurrentReplayTimeToSeconds(int32 Seconds);
 
/** Changes the PlayRate of the Replay we are watching, enabling FastForward or SlowMotion */
UFUNCTION(BlueprintCallable, Category = "CurrentReplay")
void SetCurrentReplayPlayRate(float PlayRate = 1.f);
};

ReplayControllerplayer.cpp

// Fill out your copyright notice in the Description page of Project Settings.


#include "ReplayControllerplayer.h"
#include "Engine/World.h"
#include "Engine/DemoNetDriver.h"

AReplayControllerplayer::AReplayControllerplayer(const FObjectInitializer& ObjectInitializer)
{
bShowMouseCursor = true;
PrimaryActorTick.bTickEvenWhenPaused = true;
bShouldPerformFullTickWhenPaused = true;
}

bool AReplayControllerplayer::SetCurrentReplayPausedState(bool bDoPause)
{
AWorldSettings* WorldSettings = GetWorldSettings();
 
// Set MotionBlur off and Anti Aliasing to FXAA in order to bypass the pause-bug of both
static const auto CVarAA = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DefaultFeature.AntiAliasing"));
 
static const auto CVarMB = IConsoleManager::Get().FindConsoleVariable(TEXT("r.DefaultFeature.MotionBlur"));
 
if (bDoPause)
{
PreviousAASetting = CVarAA->GetInt();
PreviousMBSetting = CVarMB->GetInt();
 
// Set MotionBlur to OFF, Anti-Aliasing to FXAA
CVarAA->Set(1);
CVarMB->Set(0);
 
WorldSettings->SetPauserPlayerState(PlayerState);
return true;
}
// Rest MotionBlur and AA
CVarAA->Set(PreviousAASetting);
CVarMB->Set(PreviousMBSetting);
 
WorldSettings->SetPauserPlayerState(NULL);
return false;
}

int32 AReplayControllerplayer::GetCurrentReplayTotalTimeInSeconds() const
{
if (GetWorld())
{
if (UDemoNetDriver* DemoNetDriver = GetWorld()->GetDemoNetDriver())
{
return DemoNetDriver->GetDemoTotalTime();
}
}
return 0;
}

int32 AReplayControllerplayer::GetCurrentReplayCurrentTimeInSeconds() const
{
if (GetWorld())
{
if (UDemoNetDriver* DemoNetDriver = GetWorld()->GetDemoNetDriver())
{
return DemoNetDriver->GetDemoCurrentTime();
}
}
return 0;
}

void AReplayControllerplayer::SetCurrentReplayTimeToSeconds(int32 Seconds)
{
if (GetWorld())
{
if (UDemoNetDriver* DemoNetDriver = GetWorld()->GetDemoNetDriver())
{
DemoNetDriver->GotoTimeInSeconds(Seconds);
}
}
}

void AReplayControllerplayer::SetCurrentReplayPlayRate(float PlayRate)
{
if (GetWorld())
{
if (UDemoNetDriver* DemoNetDriver = GetWorld()->GetDemoNetDriver())
{
GetWorld()->GetWorldSettings()->DemoPlayTimeDilation = PlayRate;
}
}
}

创建MyGmaeInstance与ReplayController的BP蓝图类

UserInterface类:ReplayChild,ReplayMenu,ReplaySpectator

项目设置中

BP_MyGameInstance

 BP_ReplayController

 BP_ThirdPersonGameMode中的设置

 ReplayChild

ReplayMenu 

 

 

 ReplaySpectator

 


原文地址:https://blog.csdn.net/weixin_42318094/article/details/142689416

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