APlayerController::ClientPrepareMapChange

Asynchronously loads the given level in preparation for a streaming map transition.

Windows
MacOS
Linux

References

Module

Engine

Header

/Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h

Include

#include "GameFramework/PlayerController.h"

Syntax

void ClientPrepareMapChange
(
    FName LevelName,
    bool bFirst,
    bool bLast
)

Remarks

Asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated

Parameters

Parameter

Description

LevelNames

the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level

bFirst

whether this is the first item in the list (so clear the list first)

bLast

whether this is the last item in the list (so start preparing the change after receiving it)

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