【UE4】GameMode、GameState、PlayerState、PlayerControllerの関連を確認してみる
クライアントの場合はGameModeは生成されていない。 GameStateは生成されてPlayerArrayを回すとPlayerState自体はプレイヤー人数分取得できる。 PlayerControllerは自分のみ生成されている。 PlayerPawnはプレイヤー分生成されない。 実際に2人分のみが生成されていることが分かる。 他の端末との距離や表示範囲などで同期が必要ない場合はSpawnされない。 一定範囲や描画されるなどで同期が必要になったタイミングで初めてSpawnされる。 必ず同期取りたい場合はPawnのプロパティにAlwaysRelevantを有効にすることで必ず同期を取るようになるので最初にSpawnされるようになる。
LogBlueprintUserMessages: [Test_Map_C_2] Client 1: not found GameMode LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found GameState : MyGameState LogBlueprintUserMessages: [Test_Map_C_2] Client 1: GameState : not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found PlayerState : MyPlayerState LogBlueprintUserMessages: [Test_Map_C_2] Client 1: not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found PlayerState : MyPlayerState1 LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found Owner : MyPlayerController LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found GetControlledPawn : PlayerPawn LogBlueprintUserMessages: [Test_Map_C_2] Client 1: locally controlled LogBlueprintUserMessages: [Test_Map_C_2] Client 1: found MyPlayerState : MyPlayerState2 LogBlueprintUserMessages: [Test_Map_C_2] Client 1: not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 1: all actors > Player : 2 LogBlueprintUserMessages: [Test_Map_C_2] Client 1: Player : PlayerPawn LogBlueprintUserMessages: [Test_Map_C_2] Client 1: Player : PlayerPawn2 LogBlueprintUserMessages: [Test_Map_C_2] Client 1: all actors > PlayerController : 1 LogBlueprintUserMessages: [Test_Map_C_2] Client 1: player controller : MyPlayerController : : LogBlueprintUserMessages: [Test_Map_C_2] Client 2: all actors > PlayerPawn : 3 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: Player : MyPlayerPawn LogBlueprintUserMessages: [Test_Map_C_2] Client 2: Player : MyPlayerPawn1 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: Player : MyPlayerPawn2 Client2 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: not found GameMode LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found GameState : MyGameState LogBlueprintUserMessages: [Test_Map_C_2] Client 2: GameState : not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found PlayerState : MyPlayerState LogBlueprintUserMessages: [Test_Map_C_2] Client 2: not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found PlayerState : MyPlayerState1 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: not found Owner LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found PlayerState : MyPlayerState2 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found Owner : MyPlayerController LogBlueprintUserMessages: [Test_Map_C_2] Client 2: found GetControlledPawn : MyPlayerPawn LogBlueprintUserMessages: [Test_Map_C_2] Client 2: locally controlled LogBlueprintUserMessages: [Test_Map_C_2] Client 2: all actors > PlayerPawn : 2 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: Player : MyPlayerPawn LogBlueprintUserMessages: [Test_Map_C_2] Client 2: Player : MyPlayerPawn1 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: all actors > PlayerController : 1 LogBlueprintUserMessages: [Test_Map_C_2] Client 2: player controller : MyPlayerController 参考概要 GitHubのPersonal Access Tokenの作成 Jenkinsの設定 Git…
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