参考链接:
https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html //官方文档
https://wiki.unrealengine.com/TAssetPtr_and_Asynchronous_Asset_Loading //官方维基百科,非常详细
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/4924-tutorial-c-runtime-async-load-modular-character-intermediate //社区
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/documentation-feedback/45301-asynchronous-loading-assets-documentation-erroneous-line //社区
StepOne:建立自己的GameInstance单例,在其中存储一个 FStreamableManager 管理器,这个东西用来管理各项资源
StepTwo:找到要加载的资源
其中知识点:
TAssetPtr<AMyItem> MyItem; //指向尚未加载的资源
https://docs.unrealengine.com/latest/INT/Programming/Assets/AsyncLoading/index.html //官方文档
https://wiki.unrealengine.com/TAssetPtr_and_Asynchronous_Asset_Loading //官方维基百科,非常详细
https://forums.unrealengine.com/community/community-content-tools-and-tutorials/4924-tutorial-c-runtime-async-load-modular-character-intermediate //社区
https://forums.unrealengine.com/unreal-engine/feedback-for-epic/documentation-feedback/45301-asynchronous-loading-assets-documentation-erroneous-line //社区
StepOne:建立自己的GameInstance单例,在其中存储一个 FStreamableManager 管理器,这个东西用来管理各项资源
StepTwo:找到要加载的资源
其中知识点:
TAssetPtr<AMyItem> MyItem; //指向尚未加载的资源
TAssetSubclassOf<T> //没太弄明白
Variable |