https://docs.unrealengine.com/en-us/Engine/LevelStreaming
多人大地图,玩家分散不同区域,我们仅仅在客户端做Level Streaming,服务器不做处理(如做有点困难,玩家分散不同区域,玩家之间不可见情况出现),所以世界设置修改如下配置项
/**
* Enables client-side streaming volumes instead of server-side.
* Expected usage scenario: server has all streaming levels always loaded, clients independently stream levels in/out based on streaming volumes.
*/
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = World)
uint32 bUseClientSideLevelStreamingVolumes:1;
然后一开始游戏,启动服务器加载永久性关卡(就是主关卡),由于启动bUseClientSideLevelStreamingVolumes,服务器会加载所有子关卡,客户端连接进来先加载主关卡,没有子关卡,子关卡交给客户端根据不同情况加载卸载。