UE4類型與資源概述


類型:UObject及其派生類型

資源:序列化到磁盤的UObject及其派生類型的對象

 

 

Native Class在游戲啟動時,會自動加載,並一直常駐內存

Blueprint Class既是類型,也是資源。可動態加載與卸載

 

資源有很多種:Level(關卡)、UI(UMG)、Particle System(粒子)、Texture(貼圖)、Mesh(網格)、Material(材質)

                             Animation(動作)、Foliage(植被)、Physics(物理)、AI(人工智能)、Sound(聲音)、Sprite(圖集)等

 

大部分資源是以uasset作為后綴的,地圖關卡以umap為后綴

 

類型分類

C++  Blueprints

Object

GameMode

Object_C

GameMode_C

Actor

PlayerController

 

Actor_C

 

PlayerController_C

ActorComponent

AIController

 

ActorComponent_C

 

AIController_C

SceneComponent

Character

 

SceneComponent_C

 

Character_C

 

GameState

 

 

GameState_C

 

PlayerState

 

 

PlayerState_C

 

HUD

 

 

HUD_C

 

UserWidget

 

 

UserWidget_C

 

資源分類(一)

Blueprints Textures Texture(美術) Materials Mesh(美術) Level User Interface Editor Utilities  Media

Blueprint Class

Canvas Render Target

Texture

Material

Static Mesh

Level

Font

 

 

Editor Utility Blueprint

File Media Source

Blueprint Function Library

Cube Render Target

 

Material Function

Skeletal Mesh

 

Slate Brush

 

Editor Utility Widget

 

Img Media Source

Blueprint Interface

Media Texture

 

Material Instance

Skeleton

 

Slate Widget Style

 

 

Media Player

Blueprint Macro Library

Render Target

 

Material Parameter Collection

   

Widget Blueprint

 

 

Media Playerlist

 

Enumeration

Runtime Virtual Texture

           

 

Media Texture

Structure

Subsurface Profile

           

 

Platform Media Source

 

Volume Texture

           

 

Stream Media Source

 

資源分類(二)

Animation #1 Animation #2 Animation Sequence(美術) Physics Foliage Paper2D Artificial Intelligence Blendables

Aim Offset

Blend Space 1D

Animation Sequence 

Chaos Physical Material

Actor Foliage

Paper Flipbook

Behavior Tree

LightpropagationVolume Blendable

Aim Offset 1D

Bone Compression Settings

 

Chaos Solver

Landscape Grass Type

Sprite

Blackboard

 

Animation Blueprint

Camera Animation Sequence

 

Geometry Collection

Static Mesh Foliage

Tile Map

   

Animation Composite

Curve Compression Settings

 

Geometry Collection Cache

 

Tile Set

   

Animation Layer Interface

Level Sequence

 

Physical Material

       

Animation Montage

Paper Flipbook

 

Physical Material Mask

       

Animation Sharing Setup

Pose Asset

 

Physical Asset

       

Blend Space

Template Sequence

           

 

 資源分類(三)

FX Particle System Miscellaneous#1(雜項1) Miscellaneous#2(雜項2) Sounds #1 Sounds #2 Sound(美術) Redirector(重定向器)

Niagara Dynamic Input Script

Particle System

Camera Anim

Level Variant Sets

Sound Attenuation

Sound Effect Preset Chain

Sound Wave

Redirector

Niagara Effect Type

 

Composite Curve Table

Matinee Data

Sound Concurrency

Submix Effect Preset

   

Niagara Emitter

 

Composite Data Table

Object Library

Sound Cue

Endpoint Submix

   

Niagara Function Script

 

Curve

Preview Mesh Collection

Sound Class

Sound Submix

   

Niagara Module Script

 

Curve Atlas

String Table

Sound Class Mix

Soundfield Endpoint Submix

   

Niagara Parameter Collection

 

Data Asset

Touch Interface Setup

Dialogue Voice

Soundfield Submix

   

Niagara Parameter Collection Instance

 

Data Table

Tutorial Blueprint

Dialogue Wave

Sound Bus

   

Niagara System

 

Force Feedback Effect

 

Reverb Effect

Modular Synth Preset Bank

   
       

Sound Effect Preset

Modular Wave Table Synth Preset Bank

   

 

不同資源之間的依賴關系

 

類型及資源路徑

每個類型及資源都有其唯一的路徑

StaticMesh'/Game/ThirdPerson/Meshes/Bump_StaticMesh.Bump_StaticMesh'

Blueprint'/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter'

World'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap'

Class'/Script/MyTest1.MyTest1Character'

更復雜的情況:

Class'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.BP_MyObject_C_2147449358'   

注1:ULevel* PersistentLevel為UWorld'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap'的成員變量,即主關卡

 

注2:BP_MyObject_C_2147449358可能是直接擺放在主關卡中的或者運行時動態生成的

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資源類型  分區(Game | Engine | 插件名 | Script)  目錄   包名  對象名

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① 用資源路徑加載資源時,資源類型不用寫

② 一個包中可能有多個對象  例如:關卡包ThirdPersonExampleMap中除了World對象ThirdPersonExampleMap外,還有很多其他Actor對象

③ 對於藍圖對象,如果用的不是默認對象,而是其類型,就要在后面加_C,如果其CDO對象,就要在前面加Default__

     類型如:/Game/ThirdPersonCPP/Blueprints/ThirdPersonCharacter.ThirdPersonCharacter_C

     CDO如:/Script/Engine.Default__Actor

 


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