通过Editor创建好Blueprint后,经常需要在C++代码中控制Blueprint的实例的创建,一般方式如下:
如果是在Editor中运行,可采用如下方式加载Blueprint:
static struct ConstructorHelpers::FObjectFinder<UBlueprint> BP_Model(TEXT("Blueprint'/Game/Blueprint/BP_Model.BP_Model'"));
if (BP_Model.Succeeded()) {
UClass* ModelClass = BP_Model.Object->GeneratedClass;
}
但以上方式得到的类是Blueprint Generated Class。在打包后,运行会报如下错误:
Error: CDO Constructor: Failed to find Blueprint'/Game/Blueprint/BP_Model.BP_Model'
原因是打包后使用上述路径找不到Blueprint,修改方式如下:
static struct ConstructorHelpers::FObjectFinder<UClass> BP_Model(TEXT("Class'/Game/Blueprint/BP_Model.BP_Model_C'"));
if (BP_Model.Object) {
UClass* ModelClass = BP_Model.Object;
UE_LOG(LogTemp, Log, TEXT("BP_ModelClass: %s"), *BP_Model.Object->GetFullName());
}
路径由"Blueprint'/Game/Blueprint/BP_Model.BP_Model'"更改为"Class'/Game/Blueprint/BP_Model.BP_Model_C'","_C"要加入到Blueprint名字后,这是Blueprint类的命名规范。上述执行结果为:
BP_ModelClass: BlueprintGeneratedClass /Game/Blueprint/BP_Model.BP_Model_C
然后就可以通过如下C++代码创建Blueprint的实例:
UWorld* World = GetWorld();
if (World)
{
AModel* Model = World->SpawnActor<AModel>(ModelClass, Location, Rotation);
}
参考文档:
https://answers.unrealengine.com/questions/84880/cdo-constructor-failed-to-find-blueprint-ue-44.html
https://answers.unrealengine.com/questions/130256/whats-the-correct-way-to-load-blueprints-for-packa.html
https://answers.unrealengine.com/questions/127212/bdontloadblueprintoutsideeditortrue-by-default.html