//根据资源获得他的path
FName AMyActor::GetObjPath(const UObject* Obj)
{
if (!Obj)
return NAME_None;
FStringAssetReference ObjPath = FStringAssetReference(Obj);
FString str = Obj->GetClass()->GetDescription();
str += "'";
str += ObjPath.ToString();
str += "'";
return FName(*str);
}
//根据path加载为材质
UMaterialInterface * AMyActor::LoadMatFromPath(const FName & Path)
{
if (Path == NAME_None)
return NULL;
return LoadObject<UMaterialInterface>(NULL, *(Path.ToString()));
}