动态加载UObject和动态加载UClass分别用LoadObject<T>(),和LoadClass<T>() ,两者均在在UObjectGlobals.h中。
另外注意:LoadClass<T>的模版名称,不能直接写UBlueprint,例如:LoadClass<UBlueprint>是错误的,创建蓝图时选择的是什么父类,则写对应的父类名,假如是Actor,那么要写成:LoadClass<AActor>,否则无法加载成功。
路径名也必须带_C后缀(LoadObject不需要带_C后缀),例如,蓝图路径是:Blueprint'/Game/Blueprints/MyBP.MyBP',
加后缀以后,则是:Blueprint'/Game/Blueprints/MyBP.MyBP_C',
例子:
- UClass* Test = LoadClass<AActor>(NULL, TEXT("Blueprint'/Game/Blueprints/MapPathBrush_BP.MapPathBrush_BP_C'"));
官方还没出文档,只能先看代码注释:
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- 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 );
- }
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- 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 );
- }
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- COREUOBJECT_API UObject* StaticLoadObject( UClass* Class, UObject* InOuter, const TCHAR* Name, const TCHAR* Filename = NULL, uint32 LoadFlags = LOAD_None, UPackageMap* Sandbox = NULL, bool bAllowObjectReconciliation = true );
- COREUOBJECT_API UClass* StaticLoadClass(UClass* BaseClass, UObject* InOuter, const TCHAR* Name, const TCHAR* Filename = NULL, uint32 LoadFlags = LOAD_None, UPackageMap* Sandbox = NULL);
LoadObject加载例子,不需要添加后缀:
- UTexture2D* Tex = LoadObject<UTexture2D>(NULL, TEXT("Texture2D'/Game/Textures/UI/tex_test001.tex_test001'"));
可以用LoadObject加载的文件包括:
Texture、Material、SoundWave、SoundCue、ParticlesSystem、AnimMontage、BlendSpace(1D,2D,3D)、AnimSequence、AnimBlueprint、SkeletalMesh等等。这些文件的父类都是UObject,所以也可以先加载为UObject*然后再强转为具体的类型,例如:
- UObject* Obj = LoadObject<UObject>(NULL, TEXT("SkeletalMesh'/Game/MyMesh.MyMesh'"));
- USkeletalMesh* MyMesh = Cast<USkeletalMesh*>(Obj);
另外有两个全局函数叫:StaticLoadObject()和StaticLoadClass(),应该是LoadObject<T>()和LoadClass<T>()的早期版本,前者需要手动强转,后者使用模版封装过,使用更方便,推荐使用后者