UE 资源加载

资源分类

这里我将UE4资源划分为两种:

蓝图类资源,也就是BlueprintClass,继承于UObject并且蓝图化的资源,如下所示:

非蓝图类资源:UTexture,UStaticMesh,UParticleSystem,UMaterialInterface这些资源:如纹理,粒子,静态网格,材质等等,下图所示:

LoadClass (同步加载蓝图类资源为UClass*)

LoadClass函数在UObjectGlobal.h里,源码为

// Load a class object.template< class T > inline UClass* LoadClass( UObject* Outer, const TCHAR* Name, const TCHAR* Filename=nullptr, uint32 LoadFlags=LOAD_None, UPackageMap* Sandbox=nullptr ){	return StaticLoadClass( T::StaticClass(), Outer, Name, Filename, LoadFlags, Sandbox );}

第二个参数 “Name” 就是相应资源的路径, 这里试验加载一个AActor的蓝图类

	FString strBPFileName = "/Game/ThirdPersonCPP/Blueprints/TestActor.TestActor_C";	UClass* pClass = LoadClass(this, *strBPFileName);	if (pClass)	{		UE_LOG(LogTemp, Error, TEXT("UClass name is %s"), *pClass->GetName());	}

得非常注意的是蓝图类资源名最后加了 “_C”

打印结果:

LoadObject(同步加载非蓝图类资源)

LoadObject函数在UObjectGlobal.h里,源码为

// Load an object.template< class T > inline T* LoadObject( UObject* Outer, const TCHAR* Name, const TCHAR* Filename=nullptr, uint32 LoadFlags=LOAD_None, UPackageMap* Sandbox=nullptr ){	return (T*)StaticLoadObject( T::StaticClass(), Outer, Name, Filename, LoadFlags, Sandbox );}

第二个参数 “Name” 就是相应资源的路径,这里试验加载一个StaticMesh资源

	FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";	UStaticMesh* pStaticMesh = LoadObject(this, *strBPFileName);	if (pStaticMesh)	{		UE_LOG(LogTemp, Error, TEXT("Static Object name is %s"), *pStaticMesh->GetName());	}

打印结果:

FStreamableManager(异步加载和同步加载)

FStreamableManager提供了RequestSyncLoad (同步)和 RequestAsyncLoad(异步)的两个接口。

RequestSyncLoad和RequestAsyncLoad有点长,就不贴全了。

TSharedPtr FStreamableManager::RequestSyncLoad(const TArray& TargetsToStream, bool bManageActiveHandle, const FString& DebugName){	// If in async loading thread or from callback always do sync as recursive tick is unsafe	// If in EDL always do sync as EDL internally avoids flushing	// Otherwise, only do a sync load if there are no background sync loads, this is faster but will cause a sync flush	bForceSynchronousLoads = IsInAsyncLoadingThread() || IsEventDrivenLoaderEnabled() || !IsAsyncLoading(); 	// Do an async load and wait to complete. In some cases this will do a sync load due to safety issues	TSharedPtr Request = RequestAsyncLoad(TargetsToStream, FStreamableDelegate(), AsyncLoadHighPriority, bManageActiveHandle, false, DebugName);
TSharedPtr FStreamableManager::RequestAsyncLoad(const TArray& TargetsToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, const FString& DebugName){	// Schedule a new callback, this will get called when all related async loads are completed	TSharedRef NewRequest = MakeShareable(new FStreamableHandle());	NewRequest->CompleteDelegate = DelegateToCall;	NewRequest->OwningManager = this;	NewRequest->RequestedAssets = TargetsToStream;	NewRequest->DebugName = DebugName;	NewRequest->Priority = Priority;

LoadSynchronous (同步加载)

为了加载对象的方便,UE4利用RequestSyncLoad实现了LoadSynchronous接口:

/** Typed wrappers */	template< typename T >	T* LoadSynchronous(const FSoftObjectPath& Target, bool bManageActiveHandle = false, TSharedPtr* RequestHandlePointer = nullptr)	{		return Cast(LoadSynchronous(Target, bManageActiveHandle, RequestHandlePointer) );	}

UObject* FStreamableManager::LoadSynchronous(const FSoftObjectPath& Target, bool bManageActiveHandle, TSharedPtr* RequestHandlePointer){	TSharedPtr Request = RequestSyncLoad(Target, bManageActiveHandle, FString::Printf(TEXT("LoadSynchronous of %s"), *Target.ToString())); 	if (RequestHandlePointer)	{		(*RequestHandlePointer) = Request;	} 	if (Request.IsValid())	{		UObject* Result = Request->GetLoadedAsset(); 		if (!Result)		{			UE_LOG(LogStreamableManager, Verbose, TEXT("LoadSynchronous failed for load of %s! File is missing or there is a loading system problem"), *Target.ToString());		} 		return Result;	} 	return nullptr;}

同步加载UStaticMesh(非蓝图资源类)

	FStreamableManager streamableManager; 	FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";	UStaticMesh* pStaticMesh = streamableManager.LoadSynchronous(FSoftObjectPath(strMeshFileName));	if (pStaticMesh)	{		UE_LOG(LogTemp, Error, TEXT("Static Object name is %s"), *pStaticMesh->GetName());	}

同步加载蓝图类为Class

	FStreamableManager streamableManager;	FString strBPFileName = "/Game/ThirdPersonCPP/Blueprints/TestActor.TestActor_C";	UClass* pClass = streamableManager.LoadSynchronous(FSoftObjectPath(strBPFileName));	if (pClass)	{		UE_LOG(LogTemp, Error, TEXT("UClass name is %s"), *pClass->GetName());	}

当然同步加载也可以直接用UE4写好的接口,唯一和上面不同的是用了TSubclassOf和TSoftClassPtr,后面我会分析TSubclassOf和TSoftClassPtr的用法

	template< typename T >	TSubclassOf LoadSynchronous(const TSoftClassPtr& Target, bool bManageActiveHandle = false, TSharedPtr* RequestHandlePointer = nullptr)	{		TSubclassOf ReturnClass;		ReturnClass = Cast(LoadSynchronous(Target.ToSoftObjectPath(), bManageActiveHandle, RequestHandlePointer));		return ReturnClass;	}

RequestAsyncLoad(异步加载)

先看看简单版本的源码

TSharedPtr FStreamableManager::RequestAsyncLoad(const FSoftObjectPath& TargetToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, const FString& DebugName){	return RequestAsyncLoad(TArray{TargetToStream}, DelegateToCall, Priority, bManageActiveHandle, bStartStalled, DebugName);}

异步加载UObject

这里以加载一个UStaticMesh为案例

void ATestLoadObjectCharacter::BeginPlay(){	Super::BeginPlay(); 	FStreamableManager streamableManager;	FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";	FStreamableDelegate streamableDelegate;	FSoftObjectPath strMeshObjectFileName = FSoftObjectPath(strMeshFileName);	streamableDelegate.BindUObject(this, &ThisClass::LoadFinish, strMeshObjectFileName);	streamableManager.RequestAsyncLoad(strMeshObjectFileName, streamableDelegate);}

 void ATestLoadObjectCharacter::LoadFinish(FSoftObjectPath meshFilePath){	FSoftObjectPtr meshObjectPtr = FSoftObjectPtr(meshFilePath);	UObject* pObject = meshObjectPtr.Get();	if (nullptr == pObject)		return; 	UStaticMesh* pStaticMesh = Cast(pObject);	if (pStaticMesh)	{		UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pStaticMesh->GetName());	} }

更简约写法:

 void ATestLoadObjectCharacter::LoadFinish(FSoftObjectPath meshFilePath){	TSoftObjectPtr MeshObjectPtr = TSoftObjectPtr(meshFilePath); 	UStaticMesh* pStaticMesh = MeshObjectPtr.Get();	if (pStaticMesh)	{		UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pStaticMesh->GetName());	} }

值得一提的是,这里异步加载并非像之前的 LoadSynchronous 返回 UObject,而是得在加载的时候绑定一个委托FSteamableDelegate,在委托回调的时候进行对象的获取,这里对象获取是通过 TSoftObjectPtrFSoftObjectPath 的构造。

TSoftObjectPtr MeshObjectPtr = TSoftObjectPtr(meshFilePath); 	UStaticMesh* pStaticMesh = MeshObjectPtr.Get();

运行结果:

异步加载蓝图为UClass

void AMyProject7Character::BeginPlay(){	Super::BeginPlay();	FStreamableManager streamableManager;	FString strBPClassPath = "/Game/testActor.testActor_C";	FStreamableDelegate streamableDelegate;	FSoftClassPath SoftBPClassPathName = FSoftClassPath(strBPClassPath);	streamableDelegate.BindUObject(this, &ThisClass::LoadFinish, SoftBPClassPathName);	streamableManager.RequestAsyncLoad(SoftBPClassPathName, streamableDelegate);} void AMyProject7Character::LoadFinish(FSoftClassPath SoftBPClassPathName){				TSoftClassPtr ActorClassPtr = TSoftClassPtr(SoftBPClassPathName);		UClass* pClass = ActorClassPtr.Get();		if (pClass)		{			UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pClass->GetName());		}}

其实UClass是UObject的子类,所以同步异步都可以用同一套。

参考资料:【1】http://api.unrealengine.com/INT/Programming/Assets/AsyncLoading/index.html

                【2】[https://docs.unrealengine.com/en-us/Programming/Assets/ReferencingAssets](https://docs.unrealengine.com/en-us/Programming/Assets/ReferencingAssets)
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