同步加載
同步加載會造成進程阻塞。
FObjectFinder
/ FClassFinder
在構造函數加載
- ConstructorHelpers::FObjectFinder
- ConstructorHelpers::FClassFinder
參考 【UE4 C++ 基礎知識】<10>資源的引用
LoadObject
- 一般用來加載資源對象
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(),本處只作為記錄,推薦使用 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
- 一般用來加載藍圖類, UClass*
- 藍圖類的路徑末尾加上
_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 中調用 LoadObject,加載時需要調用Cast轉換一下
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 中調用了 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::內部調用 RequestSyncLoad
- 參數中返回一個FStreamableHandle類型的指針
可加載非藍圖資源類
- 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);//保持良好習慣<UStaticMesh>
if (StaticMesh3)
{
UE_LOG(LogTemp, Warning, TEXT("Mesh3 name:%s"), *StaticMesh3->GetName());
}
也可加載藍圖類為 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); //保持良好習慣可添加<UClass>
if (BPClass3)
{
UE_LOG(LogTemp, Warning, TEXT("BPClass3 name:%s"), *BPClass3->GetName());
}
FStreamableManager::RequestSyncLoad
- 配合 FStreamableManager、FSoftObjectPath 使用
- 返回一個FStreamableHandle類型的指針
- TSharedPtr
通過 GetLoadedAsset() 獲取單個資源 - TSharedPtr
通過 GetLoadedAssets() 獲取多個資源
// 獲取單個資源 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());
}
// 獲取單個資源 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());
}
// 獲取多個資源
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());
}
}
異步加載
- 為了避免阻塞主線程,可以使用異步加載的方式來加載資源
- 異步加載完成后,可以設置回調函數
- 創建
FStreamableManager,建議將它放在某類全局游戲單件對象中,如使用GameSingletonClassName在DefaultEngine.ini中指定的對象
FStreamableManager::RequestAsyncLoad
- 返回一個 FStreamableHandle 類型的指針
異步加載非藍圖類資源 FSoftObjectPath
-
單文件加載
UPROPERTY(EditAnywhere, Category = "SoftObjectPath", meta = (AllowedClasses = "StaticMesh")) FSoftObjectPath SingeleObject; UFUNCTION() void OnSingleAssetLoadFinshed();// 函數內部分語句 FStreamableManager& streamableManager = UAssetManager::GetStreamableManager(); FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnSingleAssetLoadFinshed); streamableManager.RequestAsyncLoad(SingeleObject, streamableDelegate); // 要回調的函數 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()); } }
-
多文件加載
-
方法一 配合
FSoftObjectPtr- FSoftObjectPtr是一個結構體,是一種指向UObject的弱指針。無法在藍圖中使用
- TSoftObjectPtr是一個模板類,是通用FSoftObjectPtr的模塊化包裝器
UPROPERTY(EditAnywhere, Category="SoftObjectPath", meta = (AllowedClasses = "StaticMesh")) TArray<FSoftObjectPath> ObjectList1; UFUNCTION() void OnMultiAssetsLoadFinshed1();// 函數內部分語句 FStreamableManager& streamableManager = UAssetManager::GetStreamableManager(); FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnMultiAssetsLoadFinshed1); streamableManager.RequestAsyncLoad(ObjectList1, streamableDelegate); // 要回調的函數 void ALoadActor::OnMultiAssetsLoadFinshed1() { for (auto AssetItem : ObjectList1) { FSoftObjectPtr SoftObjPtr = FSoftObjectPtr(AssetItem); //此處也可用 TSoftObjectPtr<T> UStaticMesh* mesh = Cast<UStaticMesh>(SoftObjPtr.Get()); if (mesh) { UE_LOG(LogTemp, Warning, TEXT("mesh name:%s"), *mesh->GetName()); } } }
-
方法二
配合TSoftObjectPtr<T>UPROPERTY(EditAnywhere, Category = "SoftObjectPath") TArray<TSoftObjectPtr<UTexture2D>> ObjectList2; UFUNCTION() void OnMultiAssetsLoadFinshed2();// 函數內部分語句 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); // 要回調的函數 void ALoadActor::OnMultiAssetsLoadFinshed2() { for (auto AssetItem : ObjectList2) { UTexture2D* ItemTex = AssetItem.Get(); if (ItemTex) { UE_LOG(LogTemp, Warning, TEXT("Texture2D name:%s"), *ItemTex->GetName()); } } }
-
異步加載藍圖類
-
單文件加載 FSoftClassPath 、TSoftClassPtr
- 測試
TArray<FSoftClassPath>加載多個藍圖類編譯不通過
UPROPERTY(EditAnywhere, Category = "SoftClassPath", meta = (MetaClass = "Actor")) FSoftClassPath SingleClassPath; UFUNCTION() void OnSingleClassLoadFinshed();// 函數內部分語句 FStreamableManager& streamableManager = UAssetManager::GetStreamableManager(); FStreamableDelegate streamableDelegate = FStreamableDelegate::CreateUObject(this, &ALoadActor::OnSingleClassLoadFinshed); streamableManager.RequestAsyncLoad(SingleClassPath, streamableDelegate); // 函數內部分語句 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()); } }
- 測試
卸載資源
自動回收
- 當對象失去飲用后會被自動釋放。
- 在異步回調結束后,對象會被標記可回收,此時使用
ForceGC可銷毀對象
手動回收
使用 FStreamableManager::Unload()
- LoadSynchronous()、RequestSyncLoad()、RequestAsyncLoad() 默認bManageActiveHandle 參數為false,表示自動管理內存;當設為true,表示常駐內存直到手動釋放
- FStreamableManager::Unload()會Release掉和當前資源相關的所有FStreamableHandle
- 編輯器模式下會一直常駐內存,打包版本中才會生效
FStreamableManager& streamableManager = UAssetManager::GetStreamableManager();
streamableManager.Unload(FSoftObjectPath(AssetPath));
//需要立即回收的話
GEngine->ForceGarbageCollection(true);
//GetWorld()->ForceGarbageCollection(true);
使用 FStreamableHandle::ReleaseHandle()
- 異步加載時,如果資源還沒加載完成就執行ReleaseHandle()(假設加載時bManageActiveHandle為true),比如在執行回調函數之前執行ReleaseHandle,那么當資源加載完成后(回調函數執行之后),會自動從內存中回收。不過該對象在回調函數中仍然有效,除非在回調函數內ForceGC。
- 編輯器模式下會一直常駐內存,打包版本中才會生效
TSharedPtr<FStreamableHandle> Handle1 = UAssetManager::GetStreamableManager().RequestSyncLoad(SoftObjectPaths_Mesh1);
Handle1->ReleaseHandle();
使用 ConditionalBeginDestroy()
- 編輯器模式下卸載后,對象從內存中銷毀,無法再次Load,需要重啟編輯器
UMaterial* M_Cube = LoadObject<UMaterial>(nullptr, TEXT("Material'/Game/Geometry/Meshes/CubeMaterial.CubeMaterial'"));
if (M_Cube)
{
M_Cube->ConditionalBeginDestroy();
M_Cube = nullptr;
GetWorld()->ForceGarbageCollection();
}
