ue4-资源加载和实例化类

加载资源,然后实例化对象


资源加载,并实例化

  • 构造中加载蓝图或c++类

    • 加载并实例化一个蓝图类
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      static ConstructorHelpers::FObjectFinder<UMaterial> DecalMaterialAsset(TEXT("Material'/Game/TopDownCPP/Blueprints/M_Cursor_Decal.M_Cursor_Decal'")); // 这个路径是在编辑器中右键该资源 Copy Reference,Material是 name
      if (DecalMaterialAsset.Succeeded())
      {
      CursorToWorld->SetDecalMaterial(DecalMaterialAsset.Object);
      }
    • 实例化一个c++类
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      CursorToWorld = CreateDefaultSubobject<UDecalComponent>("CursorToWorld"); //必须提供一个 name(CursorToWorld)
      CursorToWorld->SetupAttachment(RootComponent); //这是一个 USceneComponent 的子类,才能显示到编辑器的 Components窗口 中,因为 USceneComponent 组件带有 transform 信息,而 UActorComponent 没有。
    • 加载一个蓝图类,并实例化成蓝图对象
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      static ConstructorHelpers::FClassFinder<UCoolDownComp> CDComplAsset(TEXT("/Game/TopDownCPP/MyBp/CDCompBp")); // 这个就不能右键该资源 Copy Reference,只能是不带name的一个路径
      if (CDComplAsset.Succeeded())
      {
      UE_LOG(LogMyTest, Warning, TEXT("--- CDComplAsset.Succeeded()"));
      mCDComp = NewObject<UCoolDownComp>(this, CDComplAsset.Class, "UCoolDownComp"); //必须提供一个 name(UCoolDownComp)
      mCDComp->SetupAttachment(RootComponent);
      }
  • 不在构造中实例化蓝图c++类

    • 实例化蓝图类

      1. 起个成员,可以让编辑器中指定 AMyBullet 派生的蓝图类
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        UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyChar")
        TSubclassOf<AMyBullet> BulletClass;
      2. 实例化这个蓝图类
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        FActorSpawnParameters SpawnInfo;
        SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
        AMyBullet* mBullet = GWorld->SpawnActor<AMyBullet>(BulletClass, SpawnInfo);
        mBullet->SetPkMsg(pkMsg);
    • 实例化c++类,直接用 xxx::StaticClass()实例化

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      FActorSpawnParameters SpawnInfo;
      SpawnInfo.SpawnCollisionHandlingOverride = ESpawnActorCollisionHandlingMethod::AlwaysSpawn;
      AMyBullet* mBullet = GWorld->SpawnActor<AMyBullet>(AMyBullet::StaticClass(), SpawnInfo);
      mBullet->SetPkMsg(pkMsg);
  • 同步加载

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    bool UMyBpFuncLib::TestChangeCharAnimInstance(AMyChar* _myChar, FString _pathMesh, FString _pathAnim)
    {
    FStreamableManager* stream = new FStreamableManager();
    FStringAssetReference ref1(*_pathMesh);
    USkeletalMesh* TmpMesh = Cast<USkeletalMesh>(stream->SynchronousLoad(ref1));
    _myChar->GetMesh()->SetSkeletalMesh(TmpMesh);

    FStringAssetReference ref2(*_pathAnim);
    UAnimBlueprint* TmpMeshAnim = Cast<UAnimBlueprint>(stream->SynchronousLoad(ref2));
    _myChar->GetMesh()->SetAnimInstanceClass((UClass*)TmpMeshAnim->GetAnimBlueprintGeneratedClass());
    delete stream;
    return true;
    }
  • 异步加载参照这篇:ue4-异步加载资源