UE4 如何做动态加载资源?

摘自:http://www.v5xy.com/?p=558(有空看下这个人的博客)

 

.h文件

using namespace UF;

UCLASS()
class  UDynamicLoadObjectLibrary : public UBlueprintFunctionLibrary
{
    GENERATED_BODY()
public:
    UFUNCTION(BlueprintCallable, Category = "ShaoLang|Tools")
        static FName GetObjectPath(const UObject* Obj);

    UFUNCTION(BlueprintCallable, Category = "ShaoLang|Tools")
        static UTexture2D* LoadT2DFromPath(const FName& Path);

    UFUNCTION(BlueprintCallable, Category = "ShaoLang|Tools")
        static UObject* LoadObjectFromPath(const FName& Path);

private:
    template
    static FORCEINLINE ObjClass* LoadObjFromPath(const FName& Path)
    {
        if ( Path == NAME_None)
        {
            return NULL;
        }
        return Cast(StaticLoadObject(ObjClass::StaticClass(), NULL, *Path.ToString()));
    }
};

.cpp文件

FName UDynamicLoadObjectLibrary::GetObjectPath(const UObject* Obj)
{
    if (!Obj)
    {
        return NAME_None;
    }
    //~

    FStringAssetReference ThePath = FStringAssetReference(Obj);

    if (!ThePath.IsValid()) return NAME_None;

    //The Class FString Name For This Object
    FString Str = Obj->GetClass()->GetDescription();

    Str += "'";
    Str += ThePath.ToString();
    Str += "'";

    return FName(*Str);
}

UTexture2D* UDynamicLoadObjectLibrary::LoadT2DFromPath(const FName& Path)
{
    if (Path == NAME_None) return NULL;
    //~
    return LoadObjFromPath(Path);
}

UObject* UDynamicLoadObjectLibrary::LoadObjectFromPath(const FName& Path)
{
    if (Path == NAME_None) return NULL;
    return LoadObjFromPath(Path);
}

 

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