UE4 加载地图后的时序

UE4 加载地图后的时序

在这里插入图片描述

bool UEngine::LoadMap( FWorldContext& WorldContext, FURL URL, class UPendingNetGame* Pending, FString& Error )
{
	...
	// Prime texture streaming.
	IStreamingManager::Get().NotifyLevelChange();

	if (GEngine && GEngine->XRSystem.IsValid())
	{
		GEngine->XRSystem->OnBeginPlay(WorldContext);
	}
	//
	WorldContext.World()->BeginPlay();

	// send a callback message
	PostLoadMapCaller.Broadcast(WorldContext.World());
	WorldContext.World()->bWorldWasLoadedThisTick = true;
	...
}
void UWorld::BeginPlay()
{
	AGameModeBase* const GameMode = GetAuthGameMode();
	if (GameMode)
	{
		//调用gamemodebase类的StartPlay()
		GameMode->StartPlay();
		if (GetAISystem())
		{
			GetAISystem()->StartPlay();
		}
	}

	OnWorldBeginPlay.Broadcast();

#if WITH_CHAOS
	if(PhysicsScene)
	{
		PhysicsScene->OnWorldBeginPlay();
	}
#endif
}
void AGameModeBase::StartPlay()
{	//调用GameState的 HandleBeginPlay()
	GameState->HandleBeginPlay();
}
void AGameStateBase::HandleBeginPlay()
{
	bReplicatedHasBegunPlay = true;
	
	//调用WorldSetting的NotifyBeginPlay()
	GetWorldSettings()->NotifyBeginPlay();
	GetWorldSettings()->NotifyMatchStarted();
}
void AWorldSettings::NotifyBeginPlay()
{
	UWorld* World = GetWorld();
	if (!World->bBegunPlay)
	{	//调用World中所有Actor的BeginPlay()
		for (FActorIterator It(World); It; ++It)
		{
			SCOPE_CYCLE_COUNTER(STAT_ActorBeginPlay);
			const bool bFromLevelLoad = true;
			It->DispatchBeginPlay(bFromLevelLoad);
		}

		World->bBegunPlay = true;
	}
}

void AActor::DispatchBeginPlay(bool bFromLevelStreaming)
{
	UWorld* World = (!HasActorBegunPlay() && !IsPendingKill() ? GetWorld() : nullptr);

	if (World)
	{
		ensureMsgf(ActorHasBegunPlay == EActorBeginPlayState::HasNotBegunPlay, TEXT("BeginPlay was called on actor %s which was in state %d"), *GetPathName(), (int32)ActorHasBegunPlay);
		const uint32 CurrentCallDepth = BeginPlayCallDepth++;

		bActorBeginningPlayFromLevelStreaming = bFromLevelStreaming;
		ActorHasBegunPlay = EActorBeginPlayState::BeginningPlay;
		BeginPlay();

		ensure(BeginPlayCallDepth - 1 == CurrentCallDepth);
		BeginPlayCallDepth = CurrentCallDepth;

		if (bActorWantsDestroyDuringBeginPlay)
		{
			// Pass true for bNetForce as either it doesn't matter or it was true the first time to even 
			// get to the point we set bActorWantsDestroyDuringBeginPlay to true
			World->DestroyActor(this, true); 
		}
		
		if (!IsPendingKill())
		{
			// Initialize overlap state
			UpdateInitialOverlaps(bFromLevelStreaming);
		}

		bActorBeginningPlayFromLevelStreaming = false;
	}
}
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