enumerate 枚举 6 union 联合(共用体) 7 create 创建 8 insert 插入 9 delete 删除 10 modify 修改 文件: 1、file 文件 2、open 打开 3、close 关闭 4、read 读 5、write 写 6、error 错误 运算符与表达式 ( operator and expression ) 常量constant 变量variable 标识符 identify 关键字 keywords 符号sign...
bCreateNew =true; bEditAfterNew =true; SupportedClass =UMyCustomAsset::StaticClass(); } UObject*UCustomAssetFactory::FactoryCreateNew(UClass*InClass,UObject*InParent,FNameInName,EObjectFlagsFlags,UObject*Context,FFeedbackContext*Warn,FNameCallingContext) { autoNewObjectAsset =NewObject<UMyCustom...
需要用CreateLibrary函数来扫描指定的资源类型和资源路径(注意添加到根节点放置GC)。 再用GetAssetDataList来获取扫描的结果,传入一个TArray<FAssetData>的引用来获得所有的路径,这个路径就是传入扫描的路径。 最后使用路径可以按需加载。 StreamableManager 用于管理流资产并将其保存在内存中的本机类。AssetManager是具有...
// Create AssetsTexturePackage->MarkPackageDirty();FAssetRegistryModule::AssetCreated(Texture);// 获取 Package 的文件名FStringPackageFileName=FPackageName::LongPackageNameToFilename(PackageName,FPackageName::GetAssetPackageExtension());// 保存资源UPackage::SavePackage(TexturePackage,Texture,EObjectFlags...
AssetRegistry AssetRegistry是Editor的一个子系统,用来收集未加载到内存里的asset信息,当打包Cook完资源后会生成一个assetregistry.bin的文件,包含所有asset的信息,并在启动游戏的时候将这部分信息加载到内存中,游戏资源比较多,内存占用也会比较大,也会影响到FName部分的内存占用。在游戏中不太会用到AssetRegistry的相关...
);AssetToolsModule.Get().CreateUniqueAssetName(OutmostName,NewTextureNameSuffix,PackageName,AssetName...
LogCook:Display: Cooking /Game/Mannequin/Character/Mesh/SK_Mannequin_PhysicsAsset -> C:/Users/36946/Documents/Unreal Projects/我的项目2/Saved/Cooked/WindowsNoEditor/我的项目2/Content/Mannequin/Character/Mesh/SK_Mannequin_PhysicsAsset.uassetLogSavePackage: Save=12.284171msLogSavePackage: Async saving ...
UEBuildTarget.AddPlugin: Enabling plugin 'AssetTags' (referenced via default plugins)UEBuildTarget.AddPlugin: Enabling plugin 'AudioCapture' (referenced via default plugins)UEBuildTarget.AddPlugin: Enabling plugin 'CableComponent' (referenced via default plugins)...
* @return True if the asset has a gameplay tag that matches, false if not*/UFUNCTION(BlueprintCallable, Category=GameplayTags)virtualboolHasMatchingGameplayTag(FGameplayTag TagToCheck)const;/** * Check if the asset has gameplay tags that matches against all of the specified tags (expands to ...
String CreateReleaseVersion, Nullable`1 GeneratePatch, String DLCName, Nullable`1 DLCIncludeEngineContent, Nullable`1 NewCook, Nullable`1 OldCook, Nullable`1 CrashReporter, Nullable`1 DedicatedServer, Nullable`1 Client, Nullable`1 Deploy, Nullable`1 FileServer, Nullable`1 Foreign, Nullable`1 Foreign...