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UE4类型与资源概述

类型:UObject及其派生类型

资源:序列化到磁盘的UObject及其派生类型的对象

 

 

Native Class在游戏启动时,会自动加载,并一直常驻内存

Blueprint Class既是类型,也是资源。可动态加载与卸载

 

资源有很多种:Level(关卡)、UI(UMG)、Particle System(粒子)、Texture(贴图)、Mesh(网格)、Material(材质)

                             Animation(动作)、Foliage(植被)、Physics(物理)、AI(人工智能)、Sound(声音)、Sprite(图集)等

 

大部分资源是以uasset作为后缀的,地图关卡以umap为后缀

 

类型分类

C++  Blueprints

Object

GameMode

Object_C

GameMode_C

Actor

PlayerController

 

Actor_C

 

PlayerController_C

ActorComponent

AIController

 

ActorComponent_C

 

AIController_C

SceneComponent

Character

 

SceneComponent_C

 

Character_C

 

GameState

 

 

GameState_C

 

PlayerState

 

 

PlayerState_C

 

HUD

 

 

HUD_C

 

UserWidget

 

 

UserWidget_C

 

资源分类(一)

Blueprints Textures Texture(美术) Materials Mesh(美术) Level User Interface Editor Utilities  Media

Blueprint Class

Canvas Render Target

Texture

Material

Static Mesh

Level

Font

Editor Utility Blueprint

File Media Source

Blueprint Function Library

Cube Render Target

 

Material Function

Skeletal Mesh

 

Slate Brush

Editor Utility Widget

 

Img Media Source

Blueprint Interface

Media Texture

 

Material Instance

Skeleton

 

Slate Widget Style

 

Media Player

Blueprint Macro Library

Render Target

 

Material Parameter Collection

   

Widget Blueprint

 

Media Playerlist

 

Enumeration

Runtime Virtual Texture

           

Media Texture

Structure

Subsurface Profile

           

Platform Media Source

 

Volume Texture

           

Stream Media Source

 

资源分类(二)

Animation #1 Animation #2 Animation Sequence(美术) Physics Foliage Paper2D Artificial Intelligence Blendables

Aim Offset

Blend Space 1D

Animation Sequence 

Chaos Physical Material

Actor Foliage

Paper Flipbook

Behavior Tree

LightpropagationVolume Blendable

Aim Offset 1D

Bone Compression Settings

 

Chaos Solver

Landscape Grass Type

Sprite

Blackboard

 

Animation Blueprint

Camera Animation Sequence

 

Geometry Collection

Static Mesh Foliage

Tile Map

   

Animation Composite

Curve Compression Settings

 

Geometry Collection Cache

 

Tile Set

   

Animation Layer Interface

Level Sequence

 

Physical Material

       

Animation Montage

Paper Flipbook

 

Physical Material Mask

       

Animation Sharing Setup

Pose Asset

 

Physical Asset

       

Blend Space

Template Sequence

           

 

 资源分类(三)

FX Particle System Miscellaneous#1(杂项1) Miscellaneous#2(杂项2) Sounds #1 Sounds #2 Sound(美术) Redirector(重定向器)

Niagara Dynamic Input Script

Particle System

Camera Anim

Level Variant Sets

Sound Attenuation

Sound Effect Preset Chain

Sound Wave

Redirector

Niagara Effect Type

 

Composite Curve Table

Matinee Data

Sound Concurrency

Submix Effect Preset

   

Niagara Emitter

 

Composite Data Table

Object Library

Sound Cue

Endpoint Submix

   

Niagara Function Script

 

Curve

Preview Mesh Collection

Sound Class

Sound Submix

   

Niagara Module Script

 

Curve Atlas

String Table

Sound Class Mix

Soundfield Endpoint Submix

   

Niagara Parameter Collection

 

Data Asset

Touch Interface Setup

Dialogue Voice

Soundfield Submix

   

Niagara Parameter Collection Instance

 

Data Table

Tutorial Blueprint

Dialogue Wave

Sound Bus

   

Niagara System

 

Force Feedback Effect

 

Reverb Effect

Modular Synth Preset Bank

   
       

Sound Effect Preset

Modular Wave Table Synth Preset Bank

   

 

不同资源之间的依赖关系

 

类型及资源路径

每个类型及资源都有其唯一的路径

StaticMesh'/Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh'

Blueprint'/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter'

World'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap'

Class'/Script/MyTest1.MyTest1Character'

更复杂的情况:

Class'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.BP_MyObject_C_2147449358'   

MyBlueprintObject_C '/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonCharacter_2.MyBlueprintObject_C_1'

MyBlueprintActor_C'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.MyBlueprintActor_2'

注1:ULevel* PersistentLevel为UWorld'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap'的成员变量,即主关卡

 

注2:MyBlueprintActor_2可能是直接摆放在主关卡中的或者运行时动态生成的

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资源类型  分区(Game | Engine | 插件名 | Script)  目录   包名  对象名

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① 用资源路径加载资源时,资源类型不用写

② 一个包中可能有多个对象  例如:关卡包ThirdPersonExampleMap中除了World对象ThirdPersonExampleMap外,还有很多其他Actor对象

③ 对于蓝图对象,如果用的不是默认对象,而是其类型,就要在后面加_C,如果其CDO对象,就要在前面加Default__

     类型如:/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C

     Native CDO如:/Script/Engine.Default__Actor

     蓝图CDO如:/Game/ThirdPersonCPP/Blueprints/MyBlueprintObject.Default__MyBlueprintObject_C

 

posted on 2021-04-29 22:33  可可西  阅读(1601)  评论(0编辑  收藏  举报

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