UE4笔记-重定义GameViewport 布局(Slate)


最近在研究重新布局GameViewport和DockWidget/TagManager的问题

这里记录一些可能有帮助的链接,有空再继续研究.

 

 

参考链接1:https://answers.unrealengine.com/questions/368060/view.html

参考链接2: https://zhuanlan.zhihu.com/p/44206016

参考链接3(Qt +UE4方案):https://www.cnblogs.com/blueroses/p/9151094.html

参考链接4 打扮家居于TabManager的技术分享:https://www.bilibili.com/video/av60881798?from=search&seid=11876571760089496499

 

 

Q.重新布局GameViewport问题:

 

 // 目前还没弄明白UGameEngine::CreateViewport 和UGameEngine::CreateViewportWidget

 

目前妥协实现方案:GameViewport分屏 + Tick或GameViewportClient 的Draw里实现修改屏幕大小或绑定FViewport::ViewportResizedEvent的委托都可以

这样就可以配合 Slate的SSplitter组件配合运算实现伪Layout布局了

void UCommonBPLibrary_Core::AdjustViewportSize(UObject * WorldObjectContext, FMargin margin)
{
    UE_LOG(LogTemp, Log, TEXT(" AdjustViewportSize ")); if (WorldObjectContext->GetWorld() && /*GetWorld()->WorldType == EWorldType::Game &&*/ GEngine && GEngine->GameViewport) { FVector2D ViewportSize; GEngine->GameViewport->GetViewportSize(ViewportSize); // The GameViewport takes some time to initialize if (ViewportSize.X > 0 && ViewportSize.Y > 0) { FMargin relativeMat = FMargin { margin.Left / ViewportSize.X , margin.Top / ViewportSize.Y , 1 - margin.Right / ViewportSize.X , 1 - margin.Bottom / ViewportSize.Y }; GEngine->GameViewport->SplitscreenInfo[0].PlayerData[0].OriginX = relativeMat.Left; GEngine->GameViewport->SplitscreenInfo[0].PlayerData[0].OriginY = relativeMat.Top; GEngine->GameViewport->SplitscreenInfo[0].PlayerData[0].SizeX = relativeMat.Right; GEngine->GameViewport->SplitscreenInfo[0].PlayerData[0].SizeY = relativeMat.Bottom; } } }

 

 可实现效果:

 

 

 

 


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