一、分屏模式设置
在UE4中,多个玩家共用一个显示器就可以启用分屏模式,按玩家人数(最大四人)将屏幕均匀分割,显示不同玩家的视角,开发者可以在编辑器里设置分割类型(水平或者垂直),这个分割是采用UV坐标的方式。
(进入项目设置--项目--地图和模式--本地多人)
调整Player的摄像机的宽高比,可以调整显示画面的大小比例
二、分屏位置构造
分屏源代码位于:\Runtime\Engine\Private\GameViewportClient.cpp
其位置位于构造函数中 (部分源码截图),它定义了从1个玩家到4个玩家的的屏幕排列顺序和区域。
分屏方式定义如下
/**
* Enum of the different splitscreen types
*/
namespace ESplitScreenType
{
enum Type
{
// No split
None,
// 2 player horizontal split
TwoPlayer_Horizontal,
// 2 player vertical split
TwoPlayer_Vertical,
// 3 Player split with 1 player on top and 2 on bottom
ThreePlayer_FavorTop,
// 3 Player split with 1 player on bottom and 2 on top
ThreePlayer_FavorBottom,
//3 Player vertical split
ThreePlayer_Vertical,
//3 Player horizontal split
ThreePlayer_Horizontal,
// 4 Player grid split
FourPlayer_Grid,
// 4 Player vertical split
FourPlayer_Vertical,
// 4 Player horizontal split
FourPlayer_Horizontal,
SplitTypeCount
};
// Deprecated old FourPlayer grid enum value
UE_DEPRECATED(4.21, "FourPlayer is now FourPlayer_Grid")
const Type FourPlayer = FourPlayer_Grid;
}
屏幕排列位置和区域定义如下
/** Structure to store splitscreen data. */
struct FPerPlayerSplitscreenData
{
float SizeX;
float SizeY;
float OriginX;
float OriginY;
FPerPlayerSplitscreenData()
: SizeX(0)
, SizeY(0)
, OriginX(0)
, OriginY(0)
{
}
FPerPlayerSplitscreenData(float NewSizeX, float NewSizeY, float NewOriginX, float NewOriginY)
: SizeX(NewSizeX)
, SizeY(NewSizeY)
, OriginX(NewOriginX)
, OriginY(NewOriginY)
{
}
};
因此只要我们去修改结构体里的数据就可以做到调节位置和区域
三、分屏位置调节
为了能在蓝图里动态修改我同样也构建了相同的结构体
USTRUCT(BlueprintType)
struct FSplitData
{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere)
float SizeX;
UPROPERTY(EditAnywhere)
float SizeY;
UPROPERTY(EditAnywhere)
float OriginX;
UPROPERTY(EditAnywhere)
float OriginY;
FSplitData()
{
SizeX = 0;
SizeY = 0;
OriginX = 0;
OriginY = 0;
}
FSplitData(float x,float y,float sizex,float sizey):
OriginX(x),
OriginY(y),
SizeX(sizex),
SizeY(sizey)
{
}
};
我在gamemode里创建代码,在地图蓝图中去调用代码就可以改变分屏位置
void ABloodGameModeBase::SplitScreen(TArray<FSplitData> DataArray)
{
//4个player
if (GEngine && GEngine->GameViewport)
{
if (DataArray.Num() == 4)
{
for (int i = 0; i < 4; i++)
{
GEngine->GameViewport->SplitscreenInfo[ESplitScreenType::FourPlayer_Vertical].PlayerData[i].OriginX = DataArray[i].OriginX;
GEngine->GameViewport->SplitscreenInfo[ESplitScreenType::FourPlayer_Vertical].PlayerData[i].OriginY = DataArray[i].OriginY;
GEngine->GameViewport->SplitscreenInfo[ESplitScreenType::FourPlayer_Vertical].PlayerData[i].SizeX = DataArray[i].SizeX;
GEngine->GameViewport->SplitscreenInfo[ESplitScreenType::FourPlayer_Vertical].PlayerData[i].SizeY = DataArray[i].SizeY;
}
}
//log
GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("SplitScreen"));
}
}