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ue4 Runtime 保存藍(lán)圖資產(chǎn)


【資料圖】

有時(shí)間項(xiàng)目需求要將一系列的游戲數(shù)據(jù)保存為藍(lán)圖資產(chǎn),然后在其他地方使用。

UMyDataSave?為要繼承自UObject的藍(lán)圖

UCLASS()class XXXXX_API UMyDataSave?: public UObject{ ? ?GENERATED_BODY()public: ? ?UPROPERTY(EditAnywhere,BlueprintReadWrite)? ?int32 IntData;

}

函數(shù)聲明:保存藍(lán)圖資產(chǎn)到AssetPath,并返回該資產(chǎn)的軟對(duì)象引用

static bool SaveMyData(const FString& AssetPath, const FString& ObjectName, const TSoftObjectPtr<UMyDataSave?>& MyDataSaveObj,int32 nData);

bool UBPEditorTool::SaveMyData(const FString& AssetPath, const FString& ObjectName,TSoftObjectPtr<UCubeWaveData>& CubeWaveDataObj){ ? ?FString PackageFileName = FPackageName::LongPackageNameToFilename(AssetPath, FPackageName::GetAssetPackageExtension()); ? ? ? ?UPackage* Package = CreatePackage(*AssetPath); ? ?Package->FullyLoad(); ? ?// 創(chuàng)建對(duì)象時(shí),指定他對(duì)應(yīng)的Package就是剛才創(chuàng)建的空資源Package ? ?UMyDataSave?* pMyData = NewObject<UMyDataSave?>(Package, FName(*ObjectName), EObjectFlags::RF_Public | EObjectFlags::RF_Standalone);? //此處可以填充?pMyData?的數(shù)據(jù)

pMyData ->IntData =?nData;

UE_LOG(LogTemp, Display, TEXT("SaveMyData:Path:%s,FileName:%s"),*AssetPath,*PackageFileName); ? ?// 保存這個(gè)對(duì)象到一個(gè)指定路徑的uasset文件 ? ?bool bSaved = UPackage::SavePackage(Package, pWaveData, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError); ? ?FSoftObjectPath SolftObjPath = FSoftObjectPath(pWaveData); ? ?CubeWaveDataObj = TSoftObjectPtr<UCubeWaveData>(SolftObjPath); ? ?return bSaved;}

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