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

































