[UE4]C++实现动态加载UObject:StaticLoadObject();以Texture和Material为例
2017-09-15 10:14
501 查看
http://aigo.iteye.com/blog/2268056
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
Cpp代码
UTexture2D* MyTextureLoader::LoadTextureFromPath(const FString& Path)
{
if (Path.IsEmpty()) return NULL;
return Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, *(Path)));
}
调用:
Cpp代码
FString PathToLoad = "/Game/Textures/YourStructureHere";
UTexture2D* tmpTexture = LoadTextureFromPath(PathToLoad);
示例2:
加载Material和Texture
Cpp代码
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:
Cpp代码
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:
Cpp代码
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
https://wiki.unrealengine.com/Dynamic_Load_Object
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
Cpp代码
UTexture2D* MyTextureLoader::LoadTextureFromPath(const FString& Path)
{
if (Path.IsEmpty()) return NULL;
return Cast<UTexture2D>(StaticLoadObject(UTexture2D::StaticClass(), NULL, *(Path)));
}
调用:
Cpp代码
FString PathToLoad = "/Game/Textures/YourStructureHere";
UTexture2D* tmpTexture = LoadTextureFromPath(PathToLoad);
示例2:
加载Material和Texture
Cpp代码
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:
Cpp代码
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:
Cpp代码
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
https://wiki.unrealengine.com/Dynamic_Load_Object
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