UE4 PAK加载资源

1.创建一个PAK文件:

用CMD运行打开D:\Epic Games\UE_4.15\Engine\Binaries\Win64下有个UnrealPak文件

cd到路径后 通过运行时传递参数 UnrealPak.exe [要生成的pak文件] -create=[要打包的文件列表] -order=[文件在pak中排序描述文件] [输出格式] [是否加密] [是否压缩]

例如:UnrealPak.exe test.pak -create=paklist.txt -order=CookerOpenOrder.log -UTF8Output -encrypt -compress

UnrealPak.exe D:\OutPak.Pak C:\Users\Administrator\Desktop\Client\UnrealProjects\IDHome\Content\Materials\bingxiang.uasset

这样就有一个PAK文件了,接下来创建代码

(txt里可以写文件夹如C:\wenjian\*)

/****************分割线**********************/

最新方案:

打包pak方法:

D:\Epic Games\UE_4.18\Engine\Binaries\Win64\UnrealPak.exe D:\UE4project\PakProj\out.pak -create="D:\UE4project\PakProj\plist.txt" -encryptionini -
enginedir="D:\Epic Games\UE_4.18\Engine" -projectdir="D:\UE4project\PakProj" -platform=Windows -abslog="C:\Users\Administrator\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Epic+Games+UE_4.18\PakLog_PakProj-WindowsNoEditor.log" -installed -order=D:\UE4project\PakProj\Build\WindowsNoEditor\FileOpenOrder\CookerOpenOrder.log -UTF8Output -multiprocess -pat

chpaddingalign=2048

plist.txt里写:

"D:\UE4project\PakProj\Saved\Cooked\WindowsNoEditor\PakProj\*" "../../../PakProj/*" –compress

.h

	UFUNCTION(BlueprintCallable, Category = "PAK")
		void LoadPakComplete();
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "PAK")
		UObject*  TheLoadObject ;
.cpp

#include "IPlatformFilePak.h"

void AMyActor::LoadPakComplete()
{       //如果你想直接加载本地的pak的话,方法的参数列表删掉,然后把SaveArrayToFile这句话也删了,SaveContentDir填写你要加载的路径就可以了...
		//1.把下载好的文件保存起来
	FString SaveContentDir = FPaths::GameContentDir() + TEXT("OutPak.pak");
	//2.加载刚才保存的文件
	//获取当前使用的平台,这里使用的是WIN64平台
	IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
	//初始化PakPlatformFile
	FPakPlatformFile* PakPlatformFile = new FPakPlatformFile();
	PakPlatformFile->Initialize(&PlatformFile, TEXT(""));
	FPlatformFileManager::Get().SetPlatformFile(*PakPlatformFile);

	//获取Pak文件
	FPakFile PakFile(*SaveContentDir, false);
	UE_LOG(LogClass, Log, TEXT("get PakFile..."))
	//设置pak文件的Mount点. 
	FString MountPoint(FPaths::EngineContentDir()); //"/../../../Engine/Content/"对应路径
	PakFile.SetMountPoint(*MountPoint);
	//对pak文件mount到前面设定的MountPoint
	if (PakPlatformFile->Mount(*SaveContentDir, 0, *MountPoint))
	{
		UE_LOG(LogClass, Log, TEXT("Mount Success"));
		TArray<FString> FileList;
		//得到Pak文件中MountPoint路径下的所有文件
		PakFile.FindFilesAtPath(FileList, *PakFile.GetMountPoint(), true, false, true);
		FStreamableManager StreamableManager;
		//对文件的路径进行处理,转换成StaticLoadObject的那种路径格式
		FString AssetName = FileList[0];
		FString AssetShortName = FPackageName::GetShortName(AssetName);
		FString LeftStr;
		FString RightStr;
		AssetShortName.Split(TEXT("."), &LeftStr, &RightStr);
		AssetName = TEXT("/Engine/") + LeftStr + TEXT(".") + LeftStr;    //我们加载的时候用的是这个路径
		FStringAssetReference reference = AssetName;
		//加载UObject
		UObject* LoadObject = StreamableManager.SynchronousLoad(reference);
		if (LoadObject != nullptr)
		{
			UE_LOG(LogClass, Log, TEXT("Object Load Success..."))
				TheLoadObject = LoadObject;
		}
		else
		{
			UE_LOG(LogClass, Log, TEXT("Can not Load asset..."))
		}
	}
	else
	{
		UE_LOG(LogClass, Error, TEXT("Mount Failed"));
	}
}
这样就加载到内存了。

PS(最新参考https://blog.ch-wind.com/unrealpak-note/

https://arcecho.github.io/2017/07/02/UE4-Pak-%E7%9B%B8%E5%85%B3%E7%9F%A5%E8%AF%86%E6%80%BB%E7%BB%93/)

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