[UE4]C++实现动态加载UObject:StaticLoadObject();以Texture和Material为例
相关内容:
C++实现动态加载的问题:LoadClass<T>()和LoadObject<T>()
http://aigo.iteye.com/blog/2281558
C++静态加载问题:ConstructorHelpers::FClassFinder()和FObjectFinder()
http://aigo.iteye.com/blog/2281373
示例1:
动态加载Object的工具方法
UTexture2D* MyTextureLoader::LoadTextureFromPath(const FString& Path) { if (Path.IsEmpty()) return NULL; return Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, *(Path))); }
调用:
FString PathToLoad = "/Game/Textures/YourStructureHere"; UTexture2D* tmpTexture = LoadTextureFromPath(PathToLoad);
示例2:
加载Material和Texture
struct FConstructorStatics { ConstructorHelpers::FObjectFinderOptional<UTexture> TextureFinder; ConstructorHelpers::FObjectFinderOptional<UMaterial> MaterialFinder; FConstructorStatics() : TextureFinder(TEXT("Texture2D'/Game/Textures/2DBackground.2DBackground'")) , MaterialFinder(TEXT("Material'/Game/Materials/DynamicTextureMaterial.DynamicTextureMaterial'")) { } }; static FConstructorStatics ConstructorStatics; Texture = ConstructorStatics.TextureFinder.Get(); UMaterial* Material = ConstructorStatics.MaterialFinder.Get(); DynamicMaterial = UMaterialInstanceDynamic::Create(Material, this);
设置调用加载好的Material和Texture:
DynamicMaterial->SetTextureParameterValue(FName("DynamicTexture"), Texture); Mesh->SetMaterial(0, DynamicMaterial);
如果资源永不再使用,想销毁资源对象,代码如下:
Texture2D* mytex; //这里假设mytex合法有效 mytex->ConditionalBeginDestroy(); mytex = NULL; GetWorld()->ForceGarbageCollection(true);
Dynamic Asset Loading with C++
https://www.youtube.com/watch?v=pJIAmSGxfmQ
Dynamic Load Object