UE4静态/动态加载资源方式
本文将详细介绍使用UE4静态加载和动态加载的实现方式
静态加载
ConstructorHelpers::FClassFinder()和FObjectFinder()
静态加载指的是在构造函数中完成的加载方式,这种方式的弊端明显,就是需要写死路径,一旦改变路径读取失败很容易造成程序崩溃
API接口:ConstructorHelpers::FClassFinder()和FObjectFinder()
以下为测试代码:创建一个Actor类
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyActor.generated.h"
UCLASS()
class TWODTEST_API AMyActor : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AMyActor();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
核心代码为
#include "UObject/ConstructorHelpers.h"
//以下需要写在构造函数中
UTexture2D *texture;
static ConstructorHelpers::FObjectFinder<UTexture2D>

最低0.47元/天 解锁文章
5046





