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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/APlayerController
Description
Asynchronously loads the given level in preparation for a streaming map transition. the server sends one function per level name since dynamic arrays can't be replicated
| Name | ClientPrepareMapChange |
| Type | function |
| Header File | /Engine/Source/Runtime/Engine/Classes/GameFramework/PlayerController.h |
| Include Path | #include "GameFramework/PlayerController.h" |
UFUNCTION (Reliable, Client)
void ClientPrepareMapChange
(
FName LevelName,
bool bFirst,
bool bLast
)
Parameters
| Name | Remarks |
|---|---|
| LevelNames | the names of the level packages to load. LevelNames[0] will be the new persistent (primary) level |
| bFirst | whether this is the first item in the list (so clear the list first) |
| bLast | whether this is the last item in the list (so start preparing the change after receiving it) |