3.1 使用LoadClass + FString 通过资源路径同步加载 FString WidgetPath = "/Game/SocGame/Module/UI/HUD/Widget/W_HUD_Interaction.W_HUD_Interaction_C"; //资源路径 UObject* LoadedObject = StaticLoadObject(UObject::StaticClass(),
UClass* StaticLoadClass( UClass* BaseClass, UObject* InOuter, const TCHAR* InName, const TCHAR* Filename, uint32 LoadFlags, UPackageMap* Sandbox ) { UClass* Class = LoadObject<UClass>( InOuter, InName, Filename, LoadFlags, Sandbox ); return Class; } 关于LoadClass的路径,LoadClass填路...
UCaptureRenderTarget*CaptureRTT = NewObject<UCaptureRenderTarget>(GWorld); CaptureRTT->AddToRoot(); CaptureRTT->OnCaptureCompleted().AddLambda([&](UCaptureRenderTarget *c) { FString SavePath= TEXT(""); c->SaveToDisk(SavePath); c->RemoveFromRoot(); c= CaptureRTT =nullptr; Async(EAsync...
if (const UObject* Impersonator = UE::Private::GetDataImpersonator(ThisObject)) { ensureAlwaysMsgf(!HasAnyFlags(RF_ClassDefaultObject), TEXT("CDO '%s' shoudn't be impersonated"), *ThisObject->GetPathName()); ThisObject = Impersonator; //在...
0x00007ff706e97c3a meta1213-Win64-Shipping.exe!UWorld::UpdateWorldComponents() []0x00007ff706e8c3d8 meta1213-Win64-Shipping.exe!UWorld::InitializeActorsForPlay() []0x00007ff706e1e68c meta1213-Win64-Shipping.exe!UEngine::LoadMap() []0x00007ff706dfffde meta1213-Win64-Shipping.exe!UEngine...
const TSharedPtr<FJsonObject>& obj=itemJson->AsObject(); FShopItem& newItem= Items.AddDefaulted_GetRef(); newItem.Name=FText::FromString(obj->GetStringField(TEXT("Name"))); newItem.Icon=LoadObject<UTexture2D>(nullptr,*obj->GetStringField(TEXT("Icon"))); ...
request.setModelPath("/data/model/object_detection.om"); HiAILoadModelResponse loadResponse = client.loadModel(request); if (loadResponse.getRet() != HiAILoadModelResponse.RESULT_SUCCESS) { Log.e(TAG, "Model load failed"); return null; ...
local UMG_TestMain_Ins = UE4.UWidgetBlueprintLibrary.Create(self,UMG_C) UMG_TestMain_Ins:AddToViewport() end 1. 2. 3. 4. 5. LoadObject 把资源加载到内存: local Object = LoadObject("/Game/Core/Blueprints/AI/BT_Enemy") 1.
defSpawnActor2(x):world=unreal.EditorLevelLibrary.get_editor_world()actor_object=unreal.load_object(world,'/Game/MeshCenter/2/Geometries/Box001.Box001')actor_location=unreal.Vector(x,0,100)actor_rotation=unreal.Rotator(0.0,0.0,0.0)actor_scale=unreal.Vector(3.0,3.0,3.0)actor=unreal.EditorLevel...