工程的配置文件DefaultEngine.ini中需要加入
+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName=“/Script/Engine.DemoNetDriver”,DriverClassNameFallback=“/Script/Engine.DemoNetDriver”)
此步骤将启用并加载DemoNetDriver
.ini添加示例
[/Script/EngineSettings.GameMapsSettings] GameDefaultMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap EditorStartupMap=/Game/ThirdPerson/Maps/ThirdPersonMap.ThirdPersonMap
//新加部分
+NetDriverDefinitions=(DefName=“DemoNetDriver”,DriverClassName=“/Script/Engine.DemoNetDriver”,DriverClassNameFallback=“/Script/Engine.DemoNetDriver”)
关卡内所有staticmesh勾选static meshreplicate movement(确保actor被正确复制)
项目文件的build.cs中包含“Json”
创建一个自己的C++ GameInstance类
MyGameInstanceClass.h
// 在项目设置页面填写你的版权声明。#pragma once#include "CoreMinimal.h"
#include "Engine/GameInstance.h"
#include "NetworkReplayStreaming.h"
#include "MyGameInstanceClass.generated.h"// 定义一个结构体,用于存储回放信息
USTRUCT(BlueprintType)
struct FS_ReplayInfo
{GENERATED_BODY()UPROPERTY(BlueprintReadOnly)FString ReplayName; // 回放文件名UPROPERTY(BlueprintReadOnly)FString FriendlyName; // 回放友好名称UPROPERTY(BlueprintReadOnly)FDateTime Timestamp; // 时间戳UPROPERTY(BlueprintReadOnly)int32 LengthInMS; // 回放时长(毫秒)UPROPERTY(BlueprintReadOnly)bool bIsValid; // 是否有效// 构造函数,用于初始化回放信息FS_ReplayInfo(FString NewName, FString NewFriendlyName, FDateTime NewTimestamp, int32 NewLengthInMS){ReplayName = NewName;FriendlyName = NewFriendlyName;Timestamp = NewTimestamp;LengthInMS = NewLengthInMS;bIsValid = true;}// 默认构造函数FS_ReplayInfo(){ReplayName = "Replay";FriendlyName = "Replay";Timestamp = FDateTime::MinValue();LengthInMS = 0;bIsValid = false;}
};// 定义一个游戏实例类,用于管理回放功能
UCLASS()
class REPLAYTEST_API UMyGameInstanceClass : public UGameInstance
{GENERATED_BODY()public:// 初始化函数virtual void Init() override;private:TSharedPtr<INetworkReplayStreamer> EnumerateStreamsPtr; // 回放流指针FEnumerateStreamsCa