UnrealEngine:加载
静态加载
ConstructorHelpers::FClassFinder() FObjectFinder()
在构造函数中完成加载,无法改变路径
UTexture2D* texture;
static ConstructorHelpers::FObjectFinder<UTexture2D> Texture(TEXT("/Game/StarterContent/Textures/T_Spark_Core"));
if (Texture.Successed())
{
texture = Texture.Object;
}
动态加载
LoadObject() StaticLoadObject()
LoadObject()用来加载非蓝图资源,如贴图
LoadClass()用来加载蓝图并获取蓝图类
UMaterial* mt = LoadObject<UMaterial>(nullptr, TEXT("/Game/Map/Materials/grass.grass"));
UMaterial* mt = Cast<UMaterial>(StaticLoadObject(UMaterial::StaticClass(), nullotrm, TEXT("/Game/Map/Materials/grass.grass")))
加载纹理
#include "CoreMinimal.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "Engine/Texture2D.h"
#incldue "LoadFile.generated.h"
#include "AssetRegistryModule.h"
#include "FileHelpers.h"
#include "Materials/MaterialInstanceDynamic.h"
#include "AssetToolsModule.h"
#include "UObject/SavePackage.h"
#include "Factories/MaterialInstanceConstantFactoryNew.h"
UCLASS()
class TWODTEST_API ULoadFile : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
UFUNCTION(BlueprintCallable, meta = (DisplayName = "LoadTextureFromPath", keywords = "Load"), Category = "LoadFile")
UTexture2D* LoadTextureFromPath(const FString& Path)
{
if (Path.isEmpty()) return NULL;
return Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, *(Path)));
}
}
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