[UE4]Editor下C++加载StreamingLevel

将指定文件夹下地图作为子关卡加载进来的方法

TArray arrayMapAssetData = UTAToolsBlueprintFunctionLibrary::GetResourceAsPath(UWorld::StaticClass(), "/Game/Maps");

    for (FAssetData MapAsset : arrayMapAssetData)
    {

        ULevelStreamingDynamic* StreamingLevel = NewObject(GWorld, ULevelStreamingDynamic::StaticClass(), NAME_None, RF_Public, NULL);
        StreamingLevel->SetWorldAssetByPackageName(MapAsset.PackageName);
        GWorld->AddStreamingLevel(StreamingLevel);
        StreamingLevel->SetShouldBeLoaded(true);
        StreamingLevel->SetShouldBeVisible(true);
        GWorld->UpdateLevelStreaming();

    }
 

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