**Object**:支持非蓝图资源和蓝图资源,**Class**仅支持蓝图资源。 常用4个: (1)FSoftObjectPath,也是智能指针 保存对象的路径字符串,通过字符串找到所对应的资源(非蓝图资源和蓝图资源都可以)。 FSoftObjectPath MySoftPath("/Game/Path/To/MyAsset.MyAsset"); TryLoad():调用 LoadObject()尝试加载资源,...
当创建一个继承Actor的蓝图类,想要在C++创建对应的Actor对象,并不能直接通过LoadObject来创建,因为LoadObject返回的是UBlueprint。我们需要先调用LoadClass,得到上面这个GeneratedClass,然后再调用SpawnActor来生成对应的Actor,SpawnActor做的事情就是将GeneratedClass传给NewObject来生成Actor。所以才会经常在其他地方看到那句...
UClass *ObjClass = GetClass(); UObject* LoadOuter = GetOuter(); FName LoadName = GetFName(); if (ObjClass != UClass::StaticClass()) { SerializeScriptProperties(Ar); } // 添加GUID FLazyObjectPtr::PossiblySerializeObjectGuid(this, Ar); // 内存统计(with proper alignment to match C++...
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...
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...
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.
UObject* LoadOuter = GetOuter(); FName LoadName = GetFName(); /* 加载类型对象的逻辑. 若类型有默认值, 则需要加载类型对象来获取默认值(Defaults) */ // 在有必要的情况下, 先序列化类型的LoadName, Outer, ObjClass. 我们在这里移除了部分条件判...
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...
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.EditorLevelLibrary.spawn_actor_from_object( ...
());FString ObjectName=TEXT("Mike");// 不存在,直接保存if(!FPaths::FileExists(PackageFileName)){bool bSaved=SaveData(AssetPath,PackageFileName,ObjectName);UE_LOG(TestLog,Display,TEXT("Save Package %s !"),bSaved?TEXT("Success"):TEXT("Failed"));}else// 存在,加载{UPackage*pPkg=Load...