UE4_Content目錄資源檢索以及非同步載入資源
阿新 • • 發佈:2021-02-19
在寫外掛或者資源動態載入的過程中,需要對Content目錄下的資產檔案進行遍歷或者檢索
參考內容:UE4非同步載入資源
Object Libraries
是Content Browser 用來進行資產篩選和顯示的類,在遊戲邏輯中也可以使用。
//標頭檔案
#include "Engine/ObjectLibrary.h"
// 宣告
UObjectLibrary* ObjectLibrary;
TArray<FSoftObjectPath> assetPath;
// 函式實現
void AResReference::ObjectLibraryOperate ()
{
if (!ObjectLibrary)
{
ObjectLibrary = UObjectLibrary::CreateLibrary(UObject::StaticClass(),false,false);
ObjectLibrary->AddToRoot();
}
// 檢索路徑
ObjectLibrary->LoadAssetDataFromPath(TEXT("/Game/Res"));
TArray<FAssetData> assetData;
ObjectLibrary->GetAssetDataList( assetData);
for (int i=0;i<assetData.Num();++i)
{
assetPath.AddUnique(assetData[i].ToSoftObjectPath());
}
}
FStreamableManager
可以實現對傳遞它的FSoftObjectPath資源路徑進行載入操作
// 標頭檔案
#include "Engine/StreamableManager.h"
// 宣告
FStreamableManager* assetLoader;
TSharedPtr<FStreamableHandle> assetHandle;
assetLoader= new FStreamableManager();
// AResReference 自建的類的名稱
assetHandle= assetLoader->RequestAsyncLoad(assetPath,
FStreamableDelegate::CreateUObject(this, &AResReference::StreambleManagerLoadComplete));
載入成功後,進行圖片資源篩選
// 圖片陣列
TArray<UTexture2D*> TextureGroup;
void AResReference::StreambleManagerLoadComplete()
{
TArray<UObject*> OutObject;
assetHandle->GetLoadedAssets(OutObject);
for (int i=0;i<OutObject.Num();i++)
{
UTexture2D* workTexture = Cast<UTexture2D>(OutObject[i]);
if (workTexture)
{
TextureGroup.Add(workTexture);
}
}
FTimerDelegate UpdateTextureDele =
FTimerDelegate::CreateUObject(this, &AResReference::UpdateTexture);
GetWorld()->GetTimerManager().SetTimer(UpdateTextureHandle, UpdateTextureDele, 1.f, true);
}