【UE4 C++ 基础知识】<11>资源的同步加载与异步加载

同步加载

同步加载会造成进程阻塞。

FObjectFinder / FClassFinder

在构造函数加载

LoadObject

  • 一般用来加载资源对象
UMaterial* M_Cube = LoadObject<UMaterial>(nullptr, TEXT("Material'/Game/Geometry/Meshes/CubeMaterial.CubeMaterial'"));
if (M_Cube)
{
	UE_LOG(LogTemp, Warning, TEXT("Material name:%s"), *M_Cube->GetName());
}
  • 早期版本 StaticLoadObject() ,本处只作为记录,推荐使用 LoadObject
soundCue = Cast<USoundCue>(StaticLoadObject(USoundCue::StaticClass(), nullptr, TEXT("SoundCue'/Game/Demo_Drone/Sound/explore_Cue.explore_Cue'")));
UGameplayStatics::PlaySoundAtLocation(this, soundCue,SweepResult.Location);

LoadClass

  • 一般用来加载蓝图类, UClass*
  • 蓝图类的路径末尾加上_C
UClass* pClass = LoadClass<AActor>(nullptr, TEXT("Blueprint'/Game/CPPFunction/Load/BP_LoadActor.BP_LoadActor_C'"));
if (pClass)
{
	UE_LOG(LogTemp, Warning, TEXT("pClass name:%s"), *pClass->GetName());
}

TSubclassOf<AActor> BPClass = LoadClass<AActor>(nullptr, TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor'"));
if (BPClass)
{
	UE_LOG(LogTemp, Warning, TEXT("BPClass name:%s"), *BPClass->GetName());
}

TryLoad

  • 配合 FSoftObjectPath 使用
  • TryLoad 中调用 LoadObject,加载时需要调用Cast转换一下
FSoftObjectPath SoftObjectPaths_Mesh = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh.StaticMesh'"));
UStaticMesh* Mesh1 = Cast<UStaticMesh>(SoftObjectPaths_Mesh.TryLoad());
if (Mesh1)
{
	UE_LOG(LogTemp, Warning, TEXT("Mesh1 name:%s"), *Mesh1->GetName());
}

TryLoadClass

  • 搭配 FSoftClassPath 使用
  • TryLoadClass 中调用了 LoadClass
FSoftClassPath SoftClassPath_Actor = FSoftClassPath(TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor_SoftRef.BP_MyActor_SoftRef_C'"));
UClass* pClass_Actor = SoftClassPath_Actor.TryLoadClass<AActor>();
if (pClass_Actor)
{
	UE_LOG(LogTemp, Warning, TEXT("pClass_Actor name:%s"), *pClass_Actor->GetName());
}

FStreamableManager::LoadSynchronous

  • FStreamableManager::内部调用 RequestSyncLoad
  • 参数中返回一个FStreamableHandle类型的指针

可加载非蓝图资源类

  • 配合FStreamableManager、FSoftObjectPath 使用
  • 配合FStreamableManager、TSoftObjectPtr使用
// 配合 FSoftObjectPath 使用 方法一
FSoftObjectPath SoftObjectPaths_Mesh1 = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh.StaticMesh'"));
UStaticMesh* StaticMesh1 = UAssetManager::GetStreamableManager().LoadSynchronous<UStaticMesh>(SoftObjectPaths_Mesh1);
if (StaticMesh1)
{
	UE_LOG(LogTemp, Warning, TEXT("Mesh1 name:%s"), *StaticMesh1->GetName());
}

// 配合 FSoftObjectPath 使用 方法二
FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
FSoftObjectPath SoftObjectPaths_Mesh2 = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh_Soft.StaticMesh_Soft'"));
UStaticMesh* StaticMesh2 = streamableManager.LoadSynchronous<UStaticMesh>(SoftObjectPaths_Mesh2);
if (StaticMesh2)
{
	UE_LOG(LogTemp, Warning, TEXT("Mesh2 name:%s"), *StaticMesh2->GetName());
}

// 配合 TSoftObjectPtr<T> 使用
FSoftObjectPath SoftObjectPaths_Mesh3 = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh_Soft2.StaticMesh_Soft2'"));
TSoftObjectPtr<UStaticMesh> SoftObjectPtr_Mesh = TSoftObjectPtr<UStaticMesh>(SoftObjectPaths_Mesh3);
UStaticMesh* StaticMesh3 = streamableManager.LoadSynchronous(SoftObjectPtr_Mesh);//保持良好习惯<UStaticMesh>
if (StaticMesh3)
{
	UE_LOG(LogTemp, Warning, TEXT("Mesh3 name:%s"), *StaticMesh3->GetName());
}

也可加载蓝图类为 UClass*

  • 配合FStreamableManager、TSoftObjectPtr使用
  • 配合FStreamableManager、TSoftClassPtr使用
FSoftObjectPath SoftObjectPaths_Actor1 = FSoftObjectPath(TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor.BP_MyActor_C'"));
UClass* BPClass1 = UAssetManager::GetStreamableManager().LoadSynchronous<UClass>(SoftObjectPaths_Actor1);
if (BPClass1)
{
	UE_LOG(LogTemp, Warning, TEXT("BPClass1 name:%s"), *BPClass1->GetName());
}

// 配合 FSoftObjectPath 使用 方法二
FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
FSoftObjectPath SoftObjectPaths_Actor2 = FSoftObjectPath(TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor_SoftRef.BP_MyActor_SoftRef_C'"));
UClass* BPClass2 = streamableManager.LoadSynchronous<UClass>(SoftObjectPaths_Actor2);
if (BPClass2)
{
	UE_LOG(LogTemp, Warning, TEXT("BPClass2 name:%s"), *BPClass2->GetName());
}

// 配合 TSoftObjectPtr<T> 使用
FSoftObjectPath SoftObjectPaths_Actor3 = FSoftObjectPath(TEXT("Blueprint'/Game/CPPFunction/Load/BP_MyActor_SoftRef2.BP_MyActor_SoftRef2_C'"));
TSoftObjectPtr<UClass> SoftObjectPtr_Actor = TSoftObjectPtr<UClass>(SoftObjectPaths_Actor3);
UClass* BPClass3 = streamableManager.LoadSynchronous(SoftObjectPtr_Actor); //保持良好习惯可添加<UClass>
if (BPClass3)
{
	UE_LOG(LogTemp, Warning, TEXT("BPClass3 name:%s"), *BPClass3->GetName());
}

FStreamableManager::RequestSyncLoad

  • 配合 FStreamableManager、FSoftObjectPath 使用
  • 返回一个FStreamableHandle类型的指针
  • TSharedPtr 通过 GetLoadedAsset() 获取单个资源
  • TSharedPtr 通过 GetLoadedAssets() 获取多个资源
// 获取单个资源 方法一
FSoftObjectPath SoftObjectPaths_Mesh1 = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh.StaticMesh'"));
TSharedPtr<FStreamableHandle> Handle1  = UAssetManager::GetStreamableManager().RequestSyncLoad(SoftObjectPaths_Mesh1);	
if (Handle1.IsValid())
{
	UStaticMesh* StaticMesh1 = Cast<UStaticMesh>(Handle1->GetLoadedAsset());
	UE_LOG(LogTemp, Warning, TEXT("Mesh1 name:%s"), *StaticMesh1->GetName());
}

// 获取单个资源 方法二
FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
FSoftObjectPath SoftObjectPaths_Mesh2 = FSoftObjectPath(TEXT("StaticMesh'/Game/CPPFunction/Load/StaticMesh_Soft.StaticMesh_Soft'"));
TSharedPtr<FStreamableHandle> Handle2 = streamableManager.RequestSyncLoad(SoftObjectPaths_Mesh2);	
if (Handle2.IsValid())
{
	UStaticMesh* StaticMesh2 = Cast<UStaticMesh>(Handle2->GetLoadedAsset());
	UE_LOG(LogTemp, Warning, TEXT("Mesh1 name:%s"), *StaticMesh2->GetName());
}

// 获取多个资源
TArray<FSoftObjectPath> SoftObjectPaths;
SoftObjectPaths.Add(SoftObjectPaths_Mesh1);
SoftObjectPaths.Add(SoftObjectPaths_Mesh2);
TSharedPtr<FStreamableHandle> Handle3 = streamableManager.RequestSyncLoad(SoftObjectPaths);	
{
	TArray<UObject*> Objects;
	Handle3->GetLoadedAssets(Objects);
	for (UObject* item : Objects)
	{
		UStaticMesh* StaticMesh3 = Cast<UStaticMesh>(item);
		UE_LOG(LogTemp, Warning, TEXT("GetLoadedAssets(), item name:%s"), *StaticMesh3->GetName());
	}
}

异步加载

  • 为了避免阻塞主线程,可以使用异步加载的方式来加载资源
  • 异步加载完成后,可以设置回调函数
  • 创建 FStreamableManager,建议将它放在某类全局游戏单件对象中,如使用GameSingletonClassNameDefaultEngine.ini 中指定的对象

FStreamableManager::RequestAsyncLoad

  • 返回一个 FStreamableHandle 类型的指针

异步加载非蓝图类资源 FSoftObjectPath

  • 单文件加载

    UPROPERTY(EditAnywhere, Category = "SoftObjectPath", meta = (AllowedClasses = "StaticMesh"))
    	FSoftObjectPath SingeleObject;
    
    UFUNCTION()
    	void OnSingleAssetLoadFinshed();
    
    // 函数内部分语句
    FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
    FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnSingleAssetLoadFinshed);
    streamableManager.RequestAsyncLoad(SingeleObject, streamableDelegate);
    
    // 要回调的函数
    void ALoadActor::OnSingleAssetLoadFinshed()
    {
    	FSoftObjectPtr SoftObjPtr = FSoftObjectPtr(SingeleObject);
    	UStaticMesh* mesh = Cast<UStaticMesh>(SoftObjPtr.Get());
    	if (mesh)
    	{
    		UE_LOG(LogTemp, Warning, TEXT("mesh name:%s"), *mesh->GetName());
    	}
    }
    

    image

  • 多文件加载

    • 方法一 配合 FSoftObjectPtr

      • FSoftObjectPtr是一个结构体,是一种指向UObject的弱指针。无法在蓝图中使用
      • TSoftObjectPtr是一个模板类,是通用FSoftObjectPtr的模块化包装器
      UPROPERTY(EditAnywhere, Category="SoftObjectPath", meta = (AllowedClasses = "StaticMesh"))
      	TArray<FSoftObjectPath> ObjectList1;
      
      UFUNCTION()
      	void OnMultiAssetsLoadFinshed1();
      
      // 函数内部分语句
      FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
      FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnMultiAssetsLoadFinshed1);
      streamableManager.RequestAsyncLoad(ObjectList1, streamableDelegate);
      
      // 要回调的函数
      void ALoadActor::OnMultiAssetsLoadFinshed1()
      {
      	for (auto AssetItem : ObjectList1)
      	{
      		FSoftObjectPtr SoftObjPtr = FSoftObjectPtr(AssetItem); //此处也可用 TSoftObjectPtr<T>
      		UStaticMesh* mesh = Cast<UStaticMesh>(SoftObjPtr.Get());
      		if (mesh)
      		{
      			UE_LOG(LogTemp, Warning, TEXT("mesh name:%s"), *mesh->GetName());
      		}
      	}
      }
      

      image

    • 方法二 配合TSoftObjectPtr<T>

      UPROPERTY(EditAnywhere, Category = "SoftObjectPath")
      	TArray<TSoftObjectPtr<UTexture2D>> ObjectList2;
      
      UFUNCTION()
      	void OnMultiAssetsLoadFinshed2();
      
      // 函数内部分语句
      FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
      FStreamableDelegate streamableDelegate;
      streamableDelegate.BindUObject(this, &ALoadActor::OnMultiAssetsLoadFinshed2);
      
      TArray<FSoftObjectPath> SoftPathList;
      for (int32 i=0; i<ObjectList2.Num(); i++)
      {
      	SoftPathList.Add(ObjectList2[i].ToSoftObjectPath());
      }
      streamableManager.RequestAsyncLoad(SoftPathList, streamableDelegate);
      
      // 要回调的函数
      void ALoadActor::OnMultiAssetsLoadFinshed2()
      {
      	for (auto AssetItem : ObjectList2)
      	{
      		UTexture2D* ItemTex = AssetItem.Get();
      		if (ItemTex)
      		{
      			UE_LOG(LogTemp, Warning, TEXT("Texture2D name:%s"), *ItemTex->GetName());
      		}
      	}
      }
      
      

      image

异步加载蓝图类

  • 单文件加载 FSoftClassPath 、TSoftClassPtr

    • 测试 TArray<FSoftClassPath> 加载多个蓝图类编译不通过
    UPROPERTY(EditAnywhere, Category = "SoftClassPath", meta = (MetaClass = "Actor"))
    	FSoftClassPath SingleClassPath;
    
    UFUNCTION()
    	void OnSingleClassLoadFinshed();
    
    // 函数内部分语句
    FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
    FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnSingleClassLoadFinshed);
    streamableManager.RequestAsyncLoad(SingleClassPath, streamableDelegate);
    
    // 函数内部分语句
    void ALoadActor::OnSingleClassLoadFinshed()
    {
    	TSoftClassPtr<AActor> ItemPtr = TSoftClassPtr<AActor>(SingleClassPath);
    	UClass* ItemClass = ItemPtr.Get();
    	if (ItemClass)
    	{
    		UE_LOG(LogTemp, Warning, TEXT("Actor name:%s"), *ItemClass->GetName());
    	}
    }
    

    image

卸载资源

自动回收

  • 当对象失去饮用后会被自动释放。
  • 在异步回调结束后,对象会被标记可回收,此时使用 ForceGC 可销毁对象

手动回收

使用 FStreamableManager::Unload()

  • LoadSynchronous()、RequestSyncLoad()、RequestAsyncLoad() 默认bManageActiveHandle 参数为false,表示自动管理内存;当设为true,表示常驻内存直到手动释放
  • FStreamableManager::Unload()会Release掉和当前资源相关的所有FStreamableHandle
  • 编辑器模式下会一直常驻内存,打包版本中才会生效
FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
streamableManager.Unload(FSoftObjectPath(AssetPath));

//需要立即回收的话
GEngine->ForceGarbageCollection(true);
//GetWorld()->ForceGarbageCollection(true);

使用 FStreamableHandle::ReleaseHandle()

  • 异步加载时,如果资源还没加载完成就执行ReleaseHandle()(假设加载时bManageActiveHandle为true),比如在执行回调函数之前执行ReleaseHandle,那么当资源加载完成后(回调函数执行之后),会自动从内存中回收。不过该对象在回调函数中仍然有效,除非在回调函数内ForceGC。
  • 编辑器模式下会一直常驻内存,打包版本中才会生效
TSharedPtr<FStreamableHandle> Handle1  = UAssetManager::GetStreamableManager().RequestSyncLoad(SoftObjectPaths_Mesh1);
Handle1->ReleaseHandle();

使用 ConditionalBeginDestroy()

  • 编辑器模式下卸载后,对象从内存中销毁,无法再次Load,需要重启编辑器
UMaterial* M_Cube = LoadObject<UMaterial>(nullptr, TEXT("Material'/Game/Geometry/Meshes/CubeMaterial.CubeMaterial'"));
if (M_Cube)
{
	M_Cube->ConditionalBeginDestroy();
	M_Cube = nullptr;
	GetWorld()->ForceGarbageCollection();
}

参考

posted @ 2021-04-27 17:37  砥才人  阅读(5153)  评论(0编辑  收藏  举报