在写插件或者资源动态加载的过程中,需要对Content目录下的资产文件进行遍历或者检索
参考内容:UE4异步载入资源
Object Libraries
是Content Browser 用来进行资产筛选和显示的类,在游戏逻辑中也可以使用。
//头文件
#include "Engine/ObjectLibrary.h"
// 声明
UObjectLibrary* ObjectLibrary;
TArray<FSoftObjectPath> assetPath;
// 函数实现
void AResReference::ObjectLibraryOperate()
{
if (!ObjectLibrary)
{
ObjectLibrary = UObjectLibrary::CreateLibrary(UObject::StaticClass(),false,false);
ObjectLibrary->AddToRoot();
}
// 检索路径
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
可以实现对传递它的FSoftObjectPath资源路径进行载入操作
// 头文件
#include "Engine/StreamableManager.h"
// 声明
FStreamableManager* assetLoader;
TSharedPtr<FStreamableHandle> assetHandle;
assetLoader= new FStreamableManager();
// AResReference 自建的类的名称
assetHandle= assetLoader->RequestAsyncLoad(assetPath,
FStreamableDelegate::CreateUObject(this, &AResReference::StreambleManagerLoadComplete));
载入成功后,进行图片资源筛选
// 图片数组
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);
}