UE4-【C++】【UE4异步加载】

FString sound_path = data.Sound;
FSoftObjectPath path;
path.SetPath(sound_path);
TSoftObjectPtr<USoundCue> sound;
if (path.IsValid())
    sound = Cast<USoundCue>(path.ResolveObject());
	TArray<FSoftObjectPath> Assets;
	Assets.AddUnique(path);
	ACharacter* host = UFLCharacterHelp::GetHostCharacter(GetWorld());
	URAsyncLoader::GetInstancePtr()->LoadAsyncResource(Assets, FStreamableDelegate::CreateLambda([=] {
	    UGameplayStatics::PlaySoundAtLocation(host, sound.Get(), host->GetCapsuleComponent()->GetComponentLocation());
}));
void URAsyncLoader::LoadAsyncResource(TArray<FSoftObjectPath> Assets, FStreamableDelegate Callback)
{
	TArray<FSoftObjectPath> AsyncAsset;
	AsyncAsset.Reset(Assets.Num());
	for (FSoftObjectPath& objectPath : Assets)
	{
		if (!mAssets.Contains(objectPath) && !objectPath.IsNull() && !objectPath.IsSubobject())
		{
			AsyncAsset.AddUnique(objectPath);
			mAssets.AddUnique(objectPath);
		}
	}
	if (AsyncAsset.Num() > 0)
	{
		GetInstancePtr()->_StreamableManager.RequestAsyncLoad(AsyncAsset, Callback);
	}
	else
	{
		Callback.ExecuteIfBound();
	}
}

 

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