1.创建空白插件
2.导入在线子系统以及在线steam子系统库
`MultiplayerSessions.uplugin`
MultiplayerSessions.Build.cs
3.创建游戏实例以及初始化会话创建流程
创建会话需要的函数,委托,委托绑定的回调,在线子系统接口绑定某一个委托的控制其绑定的生命周期的句柄
// Fill out your copyright notice in the Description page of Project Settings.#pragma once#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "Interfaces/OnlineSessionInterface.h" // 包含委托定义
#include "MultiplayerSessionsSubsystem.generated.h"/*** */
UCLASS()
class MULTIPLAYERSESSIONS_API UMultiplayerSessionsSubsystem : public UGameInstanceSubsystem
{GENERATED_BODY()public:UMultiplayerSessionsSubsystem();/* 会话有关的函数 */void CreateSession(int32 NumPublicConnections, FString MatchType);void FindSessions(int32 MaxSearchResults);void JoinSession(const FOnlineSessionSearchResult& SearchResult);void DestroySession();void StartSession();protected:/* 委托的回调函数 */void OnCreateSessionComplete(FName SessionName, bool bWasSuccessful);void OnFindSessionsComplete(bool bWasSuccessful);void OnJoinSessionComplete(FName SessionName, EOnJoinSessionCompleteResult::Type Result);void OnDestroySessionComplete(FName SessionName, bool bWasSuccessful);void OnStartSessionComplete(FName SessionName, bool bWasSuccessful);private:/* 进入服务器的凭证,通过该凭证来加入同一个服务器 */IOnlineSessionPtr OnlineSessionInterface;/* 在线子系统的委托 */FOnCreateSessionCompleteDelegate OnCreateSessionCompleteDelegate;FOnFindSessionsCompleteDelegate OnFindSessionsCompleteDelegate;FOnJoinSessionCompleteDelegate OnJoinSessionCompleteDelegate;FOnDestroySessionCompleteDelegate OnDestroySessionCompleteDelegate;FOnStartSessionCompleteDelegate OnStartSessionCompleteDelegate;/* 在线子系统委托对应的句柄 *//* 例:当创建会话时,在线子系统会绑定创建完会话的委托,该函数会返回创建会话完成委托的句柄,来管理委托的绑定生命周期*/FDelegateHandle OnCreateSessionCompleteDelegateHandle;FDelegateHandle OnFindSessionsCompleteDelegateHandle;FDelegateHandle OnJoinSessionCompleteDelegateHandle;FDelegateHandle OnDestroySessionCompleteDelegateHandle;FDelegateHandle OnStartSessionCompleteDelegateHandle;private:/* 绑定委托的回调 */void BindCallBack();
};
实现代码
4.创建系统菜单
编译报错
1>[3/4] Link [x64] UnrealEditor-MultiplayerSessions.dll (0:00.78 at +0:14)
1> 正在创建库 H:\UEProject\5.3\MultiPlayer\MenuSystem\Plugins\MultiplayerSessions\Intermediate\Build\Win64\x64\UnrealEditor\Development\MultiplayerSessions\UnrealEditor-MultiplayerSessions.sup.lib 和对象 H:\UEProject\5.3\MultiPlayer\MenuSystem\Plugins\MultiplayerSessions\Intermediate\Build\Win64\x64\UnrealEditor\Development\MultiplayerSessions\UnrealEditor-MultiplayerSessions.sup.exp
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: __cdecl UWidget::FFieldNotificationClassDescriptor::FFieldNotificationClassDescriptor(void)" (__imp_??0FFieldNotificationClassDescriptor@UWidget@@QEAA@XZ),函数 "public: virtual struct UE::FieldNotification::IClassDescriptor const & __cdecl UWidget::GetFieldNotificationDescriptor(void)const " (?GetFieldNotificationDescriptor@UWidget@@UEBAAEBUIClassDescriptor@FieldNotification@UE@@XZ) 中引用了该符号
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: virtual __cdecl UWidget::FFieldNotificationClassDescriptor::~FFieldNotificationClassDescriptor(void)" (__imp_??1FFieldNotificationClassDescriptor@UWidget@@UEAA@XZ),函数 "void __cdecl `public: virtual struct UE::FieldNotification::IClassDescriptor const & __cdecl UWidget::GetFieldNotificationDescriptor(void)const '::`2'::`dynamic atexit destructor for 'Instance''(void)" (??__FInstance@?1??GetFieldNotificationDescriptor@UWidget@@UEBAAEBUIClassDescriptor@FieldNotification@UE@@XZ@YAXXZ) 中引用了该符号
1>Module.MultiplayerSessions.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) private: static class UClass * __cdecl UUserWidget::GetPrivateStaticClass(void)" (__imp_?GetPrivateStaticClass@UUserWidget@@CAPEAVUClass@@XZ),函数 "public: static class UClass * __cdecl UUserWidget::StaticClass(void)" (?StaticClass@UUserWidget@@SAPEAVUClass@@XZ) 中引用了该符号
1> 已定义且可能匹配的符号上的提示:
无法解析的外部符号,别看报错了这么多,先看他比比的什么
首先UWidget这个不认识,其次UUserWidget这个类也不认识
比比半天,是库缺失了,链接一下就好了,直接搜索Widget,在解决方案下
没搜到,没关系,可能这个关键字就不是头文件命名,在搜索UserWidget
直接将UMG添加到build.cs下即可
其实就是VS下的筛选器的名字
生成成功
设置UI界面配置
#include "CoreMinimal.h"
#include "Blueprint/UserWidget.h"
#include "Menu.generated.h"/*** */
UCLASS()
class MULTIPLAYERSESSIONS_API UMenu : public UUserWidget
{GENERATED_BODY()public:UFUNCTION(BlueprintCallable)void MenuSetup(int32 _NumberOfPublicConnections, FString _TypeOfMatch, FString _LobbyPath);public:/* 最大连接数 */UPROPERTY(BlueprintReadWrite)int32 NumberOfPublicConnections;UPROPERTY(BlueprintReadWrite)FString MatchType;/* 大厅路径 */UPROPERTY(BlueprintReadWrite)FString LobbyPath;
};
#include "Menu.h"void UMenu::MenuSetup(int32 _NumberOfPublicConnections, FString _TypeOfMatch, FString _LobbyPath)
{LobbyPath = FString::Printf(TEXT("%s?listen"), *_LobbyPath);NumberOfPublicConnections = _NumberOfPublicConnections;MatchType = _TypeOfMatch;AddToViewport();SetVisibility(ESlateVisibility::Visible);bIsFocusable = true; // 允许接收输入事件UWorld* World = GetWorld();if (World){APlayerController* PlayerController = World->GetFirstPlayerController();if (PlayerController){FInputModeUIOnly InputMode;InputMode.SetWidgetToFocus(TakeWidget()); // 聚焦当前控件InputMode.SetLockMouseToViewportBehavior(EMouseLockMode::DoNotLock); // 不限制鼠标PlayerController->SetInputMode(InputMode); // 切换为纯UI输入模式PlayerController->bShowMouseCursor = true; // 显示鼠标光标}}
}
创建控件蓝图
以创建的C++Menu类为父类创建