解决打包后游戏打不开的问题

This commit is contained in:
2025-10-01 00:52:38 +08:00
parent 7e7d2a6474
commit 089e0a2b2c
2 changed files with 20 additions and 13 deletions

View File

@ -32,11 +32,11 @@ FString UBusyLevelLogicSubSystem::GetLuaFilePath_Implementation() const {
void UBusyLevelLogicSubSystem::OnWorldBeginPlay(UWorld& InWorld){
Super::OnWorldBeginPlay(InWorld);
ReceiveWorldBeginPlay();
// ReceiveWorldBeginPlay();
}
void UBusyLevelLogicSubSystem::Deinitialize(){
Super::Deinitialize();
// Super::Deinitialize();
}
TStatId UBusyLevelLogicSubSystem::GetStatId() const{

View File

@ -4,6 +4,7 @@
#include "Paper2D/Classes/PaperTileMapComponent.h"
#include "Paper2D/Classes/PaperTileSet.h"
#include "PaperTileMap.h"
#include "Level/Map/GameMapActor.h"
/* 相邻四格地形信息映射到TileSet的索引
@ -16,16 +17,22 @@ const static int DefaultNeighborDataToIdxMappings[16] = {
12, 13, 0, 3, 8, 1, 14, 5, 15, 4, 11, 2, 9, 10, 7, 6
};
const static FGameplayTag SortedTerrainsWithPriority [] = {
FGameplayTag::RequestGameplayTag("Terrain.Desert"),
FGameplayTag::RequestGameplayTag("Terrain.Forest"),
FGameplayTag::RequestGameplayTag("Terrain.Grassland"),
FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"),
FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"),
FGameplayTag::RequestGameplayTag("Terrain.Land"),
FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"),
FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"),
};
static TArray<FGameplayTag> GetSortedTerrainsWithPriority()
{
static TArray<FGameplayTag> SortedTerrainsWithPriority = {
FGameplayTag::RequestGameplayTag("Terrain.Desert"),
FGameplayTag::RequestGameplayTag("Terrain.Forest"),
FGameplayTag::RequestGameplayTag("Terrain.Grassland"),
FGameplayTag::RequestGameplayTag("Terrain.Swamp.Land"),
FGameplayTag::RequestGameplayTag("Terrain.Swamp.Water"),
FGameplayTag::RequestGameplayTag("Terrain.Land"),
FGameplayTag::RequestGameplayTag("Terrain.Water.Deep"),
FGameplayTag::RequestGameplayTag("Terrain.Water.Shallow"),
};
return SortedTerrainsWithPriority;
}
@ -248,7 +255,7 @@ void UTerrainLayerComponent::SetupTerrainMeshes()
USceneComponent *RootScene = GetOwner()->GetRootComponent();
int32 Z = 0;
for (const FGameplayTag &TerrainType : SortedTerrainsWithPriority)
for (const FGameplayTag &TerrainType : GetSortedTerrainsWithPriority())
{
if (TileSetConfigs.Find(TerrainType) == nullptr)
{