可可西

UE4中资源的引用

强引用(hard reference)

如果A强引用B,那么在加载A时会把B也加载进内存

c++强引用资源

AMyTest1GameMode的构造函数中加载Blueprint UClass,并赋值给DefaultPawnClass成员变量

那么AMyTest1GameMode类型就强引用着/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter的Blueprint UClass

AMyTest1GameMode::AMyTest1GameMode()
{
    // set default pawn class to our Blueprinted character
    static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
    if (PlayerPawnBPClass.Class != NULL)
    {
        DefaultPawnClass = PlayerPawnBPClass.Class;
    }
}

注1:由于使用的是字符串,因此在构建版本时,并不会cook并将/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter的Blueprint UClass打进安装包

注2:为了让该资源打进安装包,需要让被cook的地图直接或间接引用该Blueprint UClass;或者在DefaultGame.ini文件的/Script/UnrealEd.ProjectPackagingSettings标签的DirectoriesToAlwaysCook数组中配置包含该资源的目录

[/Script/UnrealEd.ProjectPackagingSettings]
+DirectoriesToAlwaysCook=(Path="/Game/ThirdPersonCPP/Blueprints")

 

资源强引用资源

下图中从MyTest1Character派生的Blueprint中的USkeletalMeshComponent* Mesh组件的USkeletalMesh* SkeletalMesh变量就强引用着SK_Mannequin的Skeletal Mesh资源

UCLASS(hidecategories=Object, config=Engine, editinlinenew, abstract)
class ENGINE_API USkinnedMeshComponent : public UMeshComponent
{
    GENERATED_UCLASS_BODY()

    // ... ...
    
    /** The skeletal mesh used by this component. */
    UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Mesh")
    class USkeletalMesh* SkeletalMesh;
    
    // ... ...
};

注1:由于USkeletalMesh* SkeletalMesh被标为EditAnywhere,因此ThirdPersonCharacter的Blueprint放置到游戏关卡中后,还可以对该Blueprint实例的USkeletalMeshComponent* Mesh组件的USkeletalMesh* SkeletalMesh指向的资源进行再次修改

注2:若被修饰为UPROPERTY(EditDefaultsOnly),就只能在Blueprint中进行修改

 

 

 

软引用(soft reference)

为了控制何时加载资源,可使用TSoftObjectPtr(或TSoftClassPtr)模板类型来软引用资源(或UClass类型)。

软引用的工作方式与硬引用一样,可直接关联对应的资源(或UClass类型),在编辑器中界面表现是一样,可通过拖拽、下拉框或箭头选择要关联的资源。

在编辑器中,仅仅可通过弹出的Tips来区分

另外,被软引用到的资源会被编辑器中的Reference Viewer引用查看器)工具识别,也会自动cook进安装包

与指定字符串路径相比,当在编辑器中对被软引用到的资源进行移动、改名等操作时,ue4会进行自动调整。

UCLASS(config=Game)
class AMyTest1Character : public ACharacter
{
    GENERATED_BODY()
    
    // ... ...
    
public:
    UPROPERTY(Category = MyTest1, EditAnywhere) TSoftObjectPtr<UTexture2D> SourceTexture1; // 软引用
    UPROPERTY(Category = MyTest1, EditAnywhere) UTexture2D* SourceTexture2; // 硬引用
};

在Referece Viewer中,粉色的线为弱引用,白色的线为强引用

 

UTexture2D* AMyTest1Character::GetLazyTexture2D()
{
    if (!SourceTexture1.IsPending()) // 检查资源是否已准备好
    {
        return SourceTexture1.Get();
    }
    return SourceTexture1.LoadSynchronous(); // 手动来同步加载贴图资源   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
}


UTexture2D* AMyTest1Character::GetLazyTexture2D_2()
{
    if (!SourceTexture1.IsPending()) // 检查资源是否已准备好
    {
        return SourceTexture1.Get();
    }
    
    const FSoftObjectPath& SourceTextureRef = SourceTexture1.ToSoftObjectPath();
    
    return Cast<UTexture2D>(UAssetManager::GetStreamableManager().LoadSynchronous(SourceTextureRef));  // 手动来同步加载贴图资源   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
}

UTexture2D* AMyTest1Character::GetLazyTexture2D_3()
{
    if (!SourceTexture1.IsPending()) // 检查资源是否已准备好
    {
        return SourceTexture1.Get();
    }
    
    const FSoftObjectPath& SourceTextureRef = SourceTexture1.ToSoftObjectPath();

    UAssetManager::GetStreamableManager().RequestSyncLoad(SourceTextureRef); // 手动来同步加载贴图资源   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
    return FindObject<UTexture2D>(nullptr, *SourceTexture1.ToString());  
}

 

如果希望延迟加载UClass,可使用TSoftClassPtr模版类来引用对应的UClass

UCLASS(config=Game)
class AMyTest1Character : public ACharacter
{
    GENERATED_BODY()
    
    // ... ...
    
public:
    UPROPERTY(Category = MyTest1, EditAnywhere) TSoftClassPtr<UMyBPObject> MyObjectClass; // 软引用
};

 

 

UClass* AMyTest1Character::GetLazyBPObjectClass()
{
    if (MyObjectClass.IsValid()) // 检查类型是否已准备好
    {
        return MyObjectClass.Get();
    }

    return MyObjectClass.LoadSynchronous();  // 手动来同步加载蓝图Class   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
}


UClass* AMyTest1Character::GetLazyBPObjectClass_2()
{
    if (MyObjectClass.IsValid()) // 检查类型是否已准备好
    {
        return MyObjectClass.Get();
    }

    const FSoftObjectPath& AssetRef = MyObjectClass.ToSoftObjectPath();

    return Cast<UClass>(UAssetManager::GetStreamableManager().LoadSynchronous(AssetRef));  // 手动来同步加载蓝图Class   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
}

UClass* AMyTest1Character::GetLazyBPObjectClass_3()
{
    if (MyObjectClass.IsValid()) // 检查类型是否已准备好
    {
        return MyObjectClass.Get();
    }

    const FSoftObjectPath& AssetRef = MyObjectClass.ToSoftObjectPath();

    UAssetManager::GetStreamableManager().RequestSyncLoad(AssetRef); // 手动来同步加载蓝图Class   注:同步加载可能会导致游戏线程卡顿,开发者需要评估该行为是否合理
    return FindObject<UClass>(nullptr, *MyObjectClass.ToString());
}

 

使用FSoftClassPathFSoftObjectPath来软引用UClass和资源

UCLASS(config=Game)
class AMyTest1Character : public ACharacter
{
    GENERATED_BODY()
    
    // ... ...
    
public:
    UPROPERTY(Category = MyTest1, EditAnywhere) FSoftClassPath SourceClass1;
    UPROPERTY(Category = MyTest1, EditAnywhere) FSoftObjectPath SourceObject1;
};

注1:FSoftClassPath只能软引用Class、DynamicClass、BlueprintGeneratedClass、WidgetBlueprintGeneratedClass、AnimBluprintGeneratedClass和LinkerPlaceholderClass六大类。这些类的继承关系如下:

Class (632)
  DynamicClass (760)
  LinkerPlaceholderClass (1072)
  BlueprintGeneratedClass (1512)
    WidgetBlueprintGeneratedClass (1640)
    AnimBlueprintGeneratedClass (2632)

注2:FSoftObjectPath可以软引用任何资源和UClass

注1:黄色的TPersistentObjectPtrTSoftObjectPtrTSoftClassPtr为模板类

注2:FSoftObjectPath类中FThreadSafeCounter CurrentTag、TSet<FName> PIEPackageNames(黄色)是static

 

它们之间相互转换关系如下:

// === 定义FSoftObjectPath对象 ===
FSoftObjectPath ObjectPath1(TEXT("Material'/Engine/EngineDebugMaterials/VertexColorMaterial.VertexColorMaterial'"));
FSoftObjectPath ObjectPath2;
ObjectPath2.SetPath(TEXT("/Engine/EngineMaterials/DefaultDiffuse_TC_Masks.DefaultDiffuse_TC_Masks"));

FSoftObjectPath ObjectPath3(UMyObject::StaticClass()->GetDefaultObject()); // ObjectPath3为:/Script/MyTest1.Default__MyObject

// FSoftObjectPtr对象与FSoftObjectPath对象相互转换
FSoftObjectPtr FObjectPtr1(ObjectPath2);
const FSoftObjectPath& ObjectPath4 = FObjectPtr1.ToSoftObjectPath();

FSoftObjectPtr FObjectPtr2(UMyObject::StaticClass()->GetDefaultObject()); // FObjectPtr2为:/Script/MyTest1.Default__MyObject
const FSoftObjectPath& ObjectPath5 = FObjectPtr2.ToSoftObjectPath();

// === 定义TSoftObjectPtr<T>对象 ===
TSoftObjectPtr<UMyObject> TObjectPtr1(UMyObject::StaticClass()->GetDefaultObject()); // TObjectPtr1为:/Script/MyTest1.Default__MyObject

// TSoftObjectPtr<T>对象与FSoftObjectPath对象相互转换
FSoftObjectPath ObjectPath6 = FSoftObjectPath("/Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh");
TSoftObjectPtr<UStaticMesh> TObjectPtr2(ObjectPath6);

const FSoftObjectPath& ObjectPath7 = TObjectPtr2.ToSoftObjectPath();

// === 定义FSoftClassPath对象 ===
FSoftClassPath ClassPath1 = FSoftClassPath(TEXT("/Script/MyTest1.MyObject"));
FSoftClassPath ClassPath2 = FSoftClassPath(UMyObject::StaticClass()); // ClassPath2为:/Script/MyTest1.MyObject

FSoftClassPath ClassPath3;
ClassPath3.SetPath(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C"));

// === 定义TSoftClassPtr<T>对象 ===
TSoftClassPtr<UMyObject> TClassPtr1(UMyObject::StaticClass()); // TClassPtr1为:/Script/MyTest1.MyObject

// TSoftClassPtr<T>对象与FSoftObjectPath对象相互转换
FSoftObjectPath ObjectPath8(TEXT("/Game/ThirdPersonCPP/Blueprints/MyBPObject.MyBPObject_C"));
TSoftClassPtr<UMyBPObject> TClassPtr2(ObjectPath8);
const FSoftObjectPath& ObjectPath9 = TClassPtr2.ToSoftObjectPath();

 

 

字符串路径

资源(或UClass)通过字符串路径来指定,通过LoadObjectLoadClass)来加载。

该方式不能被Reference Viewer工具识别,资源进行移动、改名等操作时,不会自动调整。也不能自动cook进安装包。

 

加载资源

// 加载UI蓝图资源   注:不是UI蓝图Class
FString MyWidgetBPPath = TEXT("/Game/ThirdPerson/UMG/MyWidgetBlueprint");
UObject* MyWidgetBPObject = LoadObject<UObject>(nullptr, *MyWidgetBPPath);  // MyWidgetBPObject的类型为UWidgetBlueprint*

// 加载Texture2D资源
FString TexturePath1 = TEXT("/Engine/EngineMaterials/DefaultDiffuse_TC_Masks");
UTexture2D* TextureObj1 = FindObject<UTexture2D>(nullptr, *TexturePath1);  // 若之前没有加载,TextureObj1则返回为空
TextureObj1 = LoadObject<UTexture2D>(nullptr, *TexturePath1);  // 在LoadObject内部在加载前也会调用FindObject先进行查找,如果不存在,才会从硬盘加载它

// 加载材质资源
FString MaterialPath1 = TEXT("/AnimationSharing/AnimSharingRed.AnimSharingRed");
UMaterialInterface* MaterialObj1 = LoadObject<UMaterialInterface>(nullptr, *MaterialPath1);

// 加载StaticMesh资源
FString StaticMeshPath1 = TEXT("/Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh");
UStaticMesh* MyStaticMesh = Cast<UStaticMesh>(StaticLoadObject(UStaticMesh::StaticClass(), nullptr, *StaticMeshPath1));

 

如果在UObject类型的构造函数中,可以使用ConstructorHelpers::FObjectFinder来加载资源

static ConstructorHelpers::FObjectFinder<UStaticMesh> MyStaticMeshClass(TEXT("/Game/ThirdPerson/Meshes/Bump_StaticMesh"));
UStaticMesh* MyStaticMesh = MyStaticMeshClass.Object;

 

加载UClass(类型)

// Native UClass  
FString MyObjectPath = TEXT("/Script/MyTest1.MyObject");
UClass* MyObjectHit = FindObject<UClass>(ANY_PACKAGE, *MyObjectPath); // 在游戏启动初始化时就已创建,因此可以直接Find到
UClass* MyObjectClass = LoadClass<UMyObject>(nullptr, *MyObjectPath); // MyObjectClass为UClass*类型  与MyObjectHit相等
//UClass* MyObjectClass = StaticLoadClass(UMyObject::StaticClass(), nullptr, *MyObjectClassPath); // 与上面语句等价

// UObjcet Blueprint UClass
FString MyBPObjectPath = TEXT("/Game/ThirdPersonCPP/Blueprints/MyBlueprintObject.MyBlueprintObject_C");
UClass* MyBPObjectHit = FindObject<UClass>(ANY_PACKAGE, *MyBPObjectPath);
UClass* MyBPObjectClass = LoadClass<UObject>(nullptr, *MyBPObjectPath); // MyBPObjectClass为UBlueprintGeneratedClass*类型
//UClass* MyBPObjectClass = StaticLoadClass(UObject::StaticClass(), nullptr, *MyBPObjectPath); // 与上面语句等价

// AActor Blueprint UClass
FString PlayerPawnBPPath = TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C");
UClass* PlayerPawnBPClass = StaticLoadClass(APawn::StaticClass(), nullptr, *PlayerPawnBPPath); // PlayerPawnBPClass为UBlueprintGeneratedClass*类型
// 也可使用LoadClass来加载  如:UClass* PlayerPawnBPClass = LoadClass<APawn>(nullptr, *PlayerPawnBPPath);
// 也可使用LoadObject来加载  如:UClass* PlayerPawnBPClass = LoadObject<UClass>(nullptr, *PlayerPawnBPPath);

// 可以通过FindObject<UClass>函数来查找PlayerPawnBPPath对应的蓝图Class是否已经加载
// 另外,StaticLoadClass、LoadClass、LoadObject函数在加载前也会调用FindObject<UClass>来查找,如果不存在,才会从硬盘加载它
// UClass* PlayerPawnBPClass = FindObject<UClass>(nullptr, *PlayerPawnBPPath);

// UUserWidget Blueprint UClass
FString MyWidgetBPPath = TEXT("/Game/ThirdPerson/UMG/MyWidgetBlueprint.MyWidgetBlueprint_C");
UClass* MyWidgetBPClass = StaticLoadClass(UObject::StaticClass(), nullptr, *MyWidgetBPPath); // MyWidgetBPClass为UWidgetBlueprintGeneratedClass*类型
// 也可使用LoadClass来加载  如:UClass* MyWidgetBPClass = LoadClass<UObject>(nullptr, *MyWidgetBPPath);
// 也可使用LoadObject来加载  如:UClass* MyWidgetBPClass = LoadObject<UClass>(nullptr, *MyWidgetBPPath);

UUserWidget* DefaultMyWidgetBPObject = MyWidgetBPClass->GetDefaultObject<UUserWidget>();

UUserWidget* MyWidget = UWidgetBlueprintLibrary::Create(this, MyWidgetBPClass, nullptr); // 基于MyWidgetBPClass类型创建一个UserWidget实例

注1:Native UClass的字符串路径为/Script/【模块名】.【类型名】]      // 类型名要去掉U、A等前缀

注2:Blueprint UClass的字符串路径为/【Engine | Game | 插件名】/<XXX>/[名称].[名称] _C

 

如果在UObject类型的构造函数中,可以使用ConstructorHelpers::FClassFinder来加载UClass(类型)

static ConstructorHelpers::FClassFinder<APawn> PlayerPawnBPClass(TEXT("/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter"));
UClass* PawnClass = PlayerPawnBPClass.Class;

static ConstructorHelpers::FClassFinder<UObject> MyBPObjectClass(TEXT("/Game/ThirdPersonCPP/Blueprints/MyBlueprintObject"));
UClass* MyClass = MyBPObjectClass.Class;

static ConstructorHelpers::FClassFinder<UObject> MyWidgetBPClass(TEXT("/Game/ThirdPerson/UMG/MyWidgetBlueprint.MyWidgetBlueprint_C"));
UClass* MyWidgetClass = MyWidgetBPClass.Class;

注:传给ConstructorHelpers::FClassFinder的Blueprint UClass的字符串路径不为[名称].[名称] _C时,其内部会进行补全

 

查找资源API

FindObjectFindObjectFastFindObjectCheckedFindObjectSafe

FindObject会在内存中查找对象,找到就会返回,找不到会返回nullptr,不会触发加载。

如果传入了Outer,就会在Outer所在的Package下面找对应的资源对象,如果没有Outer就会在全局找这个资源对象。

Fast版本功能和FindObject相同,但是不会检查路径,明确知道完整路径时用这个可以避免检查路径开销,速度会快一些。

Check版本功能也和FindObject相同,但是不会返回nullptr,找不到就会报Fatal,直接停止程序(Shipping和Test版不会)。

Safe版本的函数功能和FindObject相同,但是在正在GC时或者正在保存包时直接返回nullptr

 

这些函数最终都会调用到StaticFindObjectFastInternal函数,StaticFindObjectFastInternal内部又会调用StaticFindObjectFastInternalThreadSafe函数

传入的ObjectName(资源路径)会被GetObjectOuterHash转为Hash值,通过Hash值在ThreadHash上取到一个对象列表,之后再根据条件取得要查找的对象

UObject* StaticFindObjectFastInternalThreadSafe(FUObjectHashTables& ThreadHash, const UClass* ObjectClass, const UObject* ObjectPackage, FName ObjectName, bool bExactClass, bool bAnyPackage, EObjectFlags ExcludeFlags, EInternalObjectFlags ExclusiveInternalFlags)
{
    ExclusiveInternalFlags |= EInternalObjectFlags::Unreachable;

    // If they specified an outer use that during the hashing
    UObject* Result = nullptr;
    if (ObjectPackage != nullptr)
    {
        int32 Hash = GetObjectOuterHash(ObjectName, (PTRINT)ObjectPackage);
        FHashTableLock HashLock(ThreadHash);
        for (TMultiMap<int32, class UObjectBase*>::TConstKeyIterator HashIt(ThreadHash.HashOuter, Hash); HashIt; ++HashIt)
        {
            UObject *Object = (UObject *)HashIt.Value();
            if
                /* check that the name matches the name we're searching for */
                ((Object->GetFName() == ObjectName)

                /* Don't return objects that have any of the exclusive flags set */
                && !Object->HasAnyFlags(ExcludeFlags)

                /* check that the object has the correct Outer */
                && Object->GetOuter() == ObjectPackage

                /** If a class was specified, check that the object is of the correct class */
                && (ObjectClass == nullptr || (bExactClass ? Object->GetClass() == ObjectClass : Object->IsA(ObjectClass)))
                
                /** Include (or not) pending kill objects */
                && !Object->HasAnyInternalFlags(ExclusiveInternalFlags))
            {
                checkf(!Object->IsUnreachable(), TEXT("%s"), *Object->GetFullName());
                if (Result)
                {
                    UE_LOG(LogUObjectHash, Warning, TEXT("Ambiguous search, could be %s or %s"), *GetFullNameSafe(Result), *GetFullNameSafe(Object));
                }
                else
                {
                    Result = Object;
                }
#if (UE_BUILD_SHIPPING || UE_BUILD_TEST)
                break;
#endif
            }
        }

        // ... ...
    }
    else
    {
        // ... ...
    }
    // Not found.
    return Result;
}

 

FUObjectHashTables ThreadHash类型如下:

class FUObjectHashTables
{
    /** Critical section that guards against concurrent adds from multiple threads */
    FCriticalSection CriticalSection;

public:

    /** Hash sets */
    TMap<int32, FHashBucket> Hash;
    TMultiMap<int32, class UObjectBase*> HashOuter;

    /** Map of object to their outers, used to avoid an object iterator to find such things. **/
    TMap<UObjectBase*, FHashBucket> ObjectOuterMap;
    TMap<UClass*, FHashBucket> ClassToObjectListMap;
    TMap<UClass*, TSet<UClass*>> ClassToChildListMap;
    TAtomic<uint64> ClassToChildListMapVersion;

    /** Map of package to the object their contain. */
    TMap<UPackage*, FHashBucket> PackageToObjectListMap;
    /** Map of object to their external package. */
    TMap<UObjectBase*, UPackage*> ObjectToPackageMap;
    
    // ... ...
};

 

引擎会把每个对象会根据Hash存到全局的HashOuter里,这是一个TMultiMap,也就是一个hash会对应多个Value

Hash是用GetObjectOuterHash这个函数计算出来的,内部实际是路径FName加Package名字取hash

这个计算结果本身就会冲突(FHashBucket用于处理冲突),多个路径有概率映射到同一个hash值,所以用TMultiMap就可以将多个值存到同一个hash上

这样只要把加载好的对象存到这里,就可以保证即使多次查找也能找到同一个对象

 

同步加载资源API

LoadObject,LoadClass,LoadPackage

LoadObjectLoadClass内部会先调用FindObject在内存中找,找到了直接返回,没找到就会把路径转化为Package进行LoadPackage同步加载

一个包里如果有多个资源,他们在硬盘上对应的是同一个文件,那么只需要加载这个文件就好了

再深入底层可以看到,会调用到LoadPackageInternal函数,并在该函数中最终调用LoadPackageAsync函数,这就是异步加载的入口,并且最后FlushAsyncLoading,内部阻塞等待,将异步加载转为同步

UPackage* LoadPackageInternal(UPackage* InOuter, const TCHAR* InLongPackageNameOrFilename, uint32 LoadFlags, FLinkerLoad* ImportLinker, FArchive* InReaderOverride, const FLinkerInstancingContext* InstancingContext)
{
    DECLARE_SCOPE_CYCLE_COUNTER(TEXT("LoadPackageInternal"), STAT_LoadPackageInternal, STATGROUP_ObjectVerbose);
    SCOPED_CUSTOM_LOADTIMER(LoadPackageInternal)
        ADD_CUSTOM_LOADTIMER_META(LoadPackageInternal, PackageName, InLongPackageNameOrFilename);

    checkf(IsInGameThread(), TEXT("Unable to load %s. Objects and Packages can only be loaded from the game thread."), InLongPackageNameOrFilename);

    UPackage* Result = nullptr;

    if (FPlatformProperties::RequiresCookedData() && GEventDrivenLoaderEnabled
        && EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME
        )
    {
        FString InName;
        FString InPackageName;

        if (FPackageName::IsPackageFilename(InLongPackageNameOrFilename))
        {
            FPackageName::TryConvertFilenameToLongPackageName(InLongPackageNameOrFilename, InPackageName);
        }
        else
        {
            InPackageName = InLongPackageNameOrFilename;
        }

        if (InOuter)
        {
            InName = InOuter->GetPathName();
        }
        else
        {
            InName = InPackageName;
        }

        FName PackageFName(*InPackageName);

        {
            if (FCoreDelegates::OnSyncLoadPackage.IsBound())
            {
                FCoreDelegates::OnSyncLoadPackage.Broadcast(InName);
            }

            int32 RequestID = LoadPackageAsync(InName, nullptr, *InPackageName);

            if (RequestID != INDEX_NONE)
            {
                FlushAsyncLoading(RequestID);
            }
        }

        Result = (InOuter ? InOuter : FindObjectFast<UPackage>(nullptr, PackageFName));
        return Result;
    }

    // ... ...

    return Result;
}

 

参考

引用资源Referencing Assets

UE4的资源管理 

 

posted on 2020-11-12 15:56  可可西  阅读(6264)  评论(0编辑  收藏  举报

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