UE4【C++】【路径加载Class和Spawn】

UClass* ProjectileClass = UFLUtils::LoadClassEx<UClass>("/Game/ThirdContent/MPS_V2/Game/Blueprints/Projectile_BP.Projectile_BP_C");
if (IsValid(ProjectileClass))
{
    FTransform BoneTrans = BoneSocket->GetSocketTransform(PistolMeshRef);
	FQuat Quat = BoneTrans.GetRotation();
	FRotator Rotation = Quat.Rotator();
	float Pitch = FirstPersonCamera->GetComponentRotation().Pitch;
	FVector Forward = FirstPersonCamera->GetForwardVector();
	Rotation = Forward.Rotation();
	AActor* Projectile = SCPGAMEINSTANCE(this)->GetWorld()->SpawnActor<AActor>(ProjectileClass, BoneTrans.GetLocation(), Rotation);
}
 template<typename T = UObject>
static T*  LoadClassEx(FString FilePath)
{
    UObject* LoadObj = SyncLoadAsset(FilePath);
    return LoadObj == nullptr ? NULL : Cast<T>(LoadObj);
}
TSubclassOf<AActor> BPClass;
if (IsValid(BPClass))
{
    int32 GridIndex = grid_info->GetStartGrid();
	int32 Row = (GridIndex - 1) / GridX;
	int32 Column = (GridIndex - 1) % 4;
	FTransform Trans;
	float X = CalcXByColumn(Column);
	float Y = CalcYByRow(Row);
	FVector Location = FVector(X, Y, GridActorZOffset) + SelfLocation;
	Trans.SetLocation(Location);
	Trans.SetRotation(FQuat::Identity);
	Trans.SetScale3D(FVector::OneVector);
	AKlotskiGridActor* ResultActor = SCPGAMEINSTANCE(GEngine)->GetWorld()->SpawnActor<AKlotskiGridActor>(BPClass, Trans);
}
FStringClassReference LoginUIBPRef(TEXT("/Game/StartupContent/UMG/Login_Main.Login_Main_C"));
UClass* LoginUIBP = LoginUIBPRef.TryLoadClass<UOnlineIdentityLoginUI>();
LoginUI = CreateWidget<UOnlineIdentityLoginUI>(RGameInstance, LoginUIBP);

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