资源分类
这里我将UE4资源划分为两种:
蓝图类资源,也就是BlueprintClass,继承于UObject并且蓝图化的资源,如下所示:
非蓝图类资源:UTexture,UStaticMesh,UParticleSystem,UMaterialInterface这些资源:如纹理,粒子,静态网格,材质等等,下图所示:
LoadClass (同步加载蓝图类资源为UClass*)
LoadClass函数在UObjectGlobal.h里,源码为
// Load a class object.
template< class T >
inline UClass* LoadClass( UObject* Outer, const TCHAR* Name, const TCHAR* Filename=nullptr, uint32 LoadFlags=LOAD_None, UPackageMap* Sandbox=nullptr )
{
return StaticLoadClass( T::StaticClass(), Outer, Name, Filename, LoadFlags, Sandbox );
}
第二个参数 “Name” 就是相应资源的路径, 这里试验加载一个AActor的蓝图类
FString strBPFileName = "/Game/ThirdPersonCPP/Blueprints/TestActor.TestActor_C";
UClass* pClass = LoadClass<AActor>(this, *strBPFileName);
if (pClass)
{
UE_LOG(LogTemp, Error, TEXT("UClass name is %s"), *pClass->GetName());
}
得非常注意的是蓝图类资源名最后加了 “_C”
打印结果:
LoadObject(同步加载非蓝图类资源)
LoadObject函数在UObjectGlobal.h里,源码为
// Load an object.
template< class T >
inline T* LoadObject( UObject* Outer, const TCHAR* Name, const TCHAR* Filename=nullptr, uint32 LoadFlags=LOAD_None, UPackageMap* Sandbox=nullptr )
{
return (T*)StaticLoadObject( T::StaticClass(), Outer, Name, Filename, LoadFlags, Sandbox );
}
第二个参数 “Name” 就是相应资源的路径,这里试验加载一个StaticMesh资源
FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";
UStaticMesh* pStaticMesh = LoadObject<UStaticMesh>(this, *strBPFileName);
if (pStaticMesh)
{
UE_LOG(LogTemp, Error, TEXT("Static Object name is %s"), *pStaticMesh->GetName());
}
打印结果:
FStreamableManager(异步加载和同步加载)
FStreamableManager提供了RequestSyncLoad (同步)和 RequestAsyncLoad(异步)的两个接口。
RequestSyncLoad和RequestAsyncLoad有点长,就不贴全了。
TSharedPtr<FStreamableHandle> FStreamableManager::RequestSyncLoad(const TArray<FSoftObjectPath>& TargetsToStream, bool bManageActiveHandle, const FString& DebugName)
{
// If in async loading thread or from callback always do sync as recursive tick is unsafe
// If in EDL always do sync as EDL internally avoids flushing
// Otherwise, only do a sync load if there are no background sync loads, this is faster but will cause a sync flush
bForceSynchronousLoads = IsInAsyncLoadingThread() || IsEventDrivenLoaderEnabled() || !IsAsyncLoading();
// Do an async load and wait to complete. In some cases this will do a sync load due to safety issues
TSharedPtr<FStreamableHandle> Request = RequestAsyncLoad(TargetsToStream, FStreamableDelegate(), AsyncLoadHighPriority, bManageActiveHandle, false, DebugName);
TSharedPtr<FStreamableHandle> FStreamableManager::RequestAsyncLoad(const TArray<FSoftObjectPath>& TargetsToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, const FString& DebugName)
{
// Schedule a new callback, this will get called when all related async loads are completed
TSharedRef<FStreamableHandle> NewRequest = MakeShareable(new FStreamableHandle());
NewRequest->CompleteDelegate = DelegateToCall;
NewRequest->OwningManager = this;
NewRequest->RequestedAssets = TargetsToStream;
NewRequest->DebugName = DebugName;
NewRequest->Priority = Priority;
LoadSynchronous (同步加载)
为了加载对象的方便,UE4利用RequestSyncLoad实现了LoadSynchronous接口:
/** Typed wrappers */
template< typename T >
T* LoadSynchronous(const FSoftObjectPath& Target, bool bManageActiveHandle = false, TSharedPtr<FStreamableHandle>* RequestHandlePointer = nullptr)
{
return Cast<T>(LoadSynchronous(Target, bManageActiveHandle, RequestHandlePointer) );
}
UObject* FStreamableManager::LoadSynchronous(const FSoftObjectPath& Target, bool bManageActiveHandle, TSharedPtr<FStreamableHandle>* RequestHandlePointer)
{
TSharedPtr<FStreamableHandle> Request = RequestSyncLoad(Target, bManageActiveHandle, FString::Printf(TEXT("LoadSynchronous of %s"), *Target.ToString()));
if (RequestHandlePointer)
{
(*RequestHandlePointer) = Request;
}
if (Request.IsValid())
{
UObject* Result = Request->GetLoadedAsset();
if (!Result)
{
UE_LOG(LogStreamableManager, Verbose, TEXT("LoadSynchronous failed for load of %s! File is missing or there is a loading system problem"), *Target.ToString());
}
return Result;
}
return nullptr;
}
同步加载UStaticMesh(非蓝图资源类)
FStreamableManager streamableManager;
FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";
UStaticMesh* pStaticMesh = streamableManager.LoadSynchronous<UStaticMesh>(FSoftObjectPath(strMeshFileName));
if (pStaticMesh)
{
UE_LOG(LogTemp, Error, TEXT("Static Object name is %s"), *pStaticMesh->GetName());
}
同步加载蓝图类为Class
FStreamableManager streamableManager;
FString strBPFileName = "/Game/ThirdPersonCPP/Blueprints/TestActor.TestActor_C";
UClass* pClass = streamableManager.LoadSynchronous<UClass>(FSoftObjectPath(strBPFileName));
if (pClass)
{
UE_LOG(LogTemp, Error, TEXT("UClass name is %s"), *pClass->GetName());
}
当然同步加载也可以直接用UE4写好的接口,唯一和上面不同的是用了TSubclassOf和TSoftClassPtr,后面我会分析TSubclassOf和TSoftClassPtr的用法
template< typename T >
TSubclassOf<T> LoadSynchronous(const TSoftClassPtr<T>& Target, bool bManageActiveHandle = false, TSharedPtr<FStreamableHandle>* RequestHandlePointer = nullptr)
{
TSubclassOf<T> ReturnClass;
ReturnClass = Cast<UClass>(LoadSynchronous(Target.ToSoftObjectPath(), bManageActiveHandle, RequestHandlePointer));
return ReturnClass;
}
RequestAsyncLoad(异步加载)
先看看简单版本的源码
TSharedPtr<FStreamableHandle> FStreamableManager::RequestAsyncLoad(const FSoftObjectPath& TargetToStream, FStreamableDelegate DelegateToCall, TAsyncLoadPriority Priority, bool bManageActiveHandle, bool bStartStalled, const FString& DebugName)
{
return RequestAsyncLoad(TArray<FSoftObjectPath>{TargetToStream}, DelegateToCall, Priority, bManageActiveHandle, bStartStalled, DebugName);
}
异步加载UObject
这里以加载一个UStaticMesh为案例
void ATestLoadObjectCharacter::BeginPlay()
{
Super::BeginPlay();
FStreamableManager streamableManager;
FString strMeshFileName = "/Game/Geometry/Meshes/1M_Cube.1M_Cube";
FStreamableDelegate streamableDelegate;
FSoftObjectPath strMeshObjectFileName = FSoftObjectPath(strMeshFileName);
streamableDelegate.BindUObject(this, &ThisClass::LoadFinish, strMeshObjectFileName);
streamableManager.RequestAsyncLoad(strMeshObjectFileName, streamableDelegate);
}
void ATestLoadObjectCharacter::LoadFinish(FSoftObjectPath meshFilePath)
{
FSoftObjectPtr meshObjectPtr = FSoftObjectPtr(meshFilePath);
UObject* pObject = meshObjectPtr.Get();
if (nullptr == pObject)
return;
UStaticMesh* pStaticMesh = Cast<UStaticMesh>(pObject);
if (pStaticMesh)
{
UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pStaticMesh->GetName());
}
}
更简约写法:
void ATestLoadObjectCharacter::LoadFinish(FSoftObjectPath meshFilePath)
{
TSoftObjectPtr<UStaticMesh> MeshObjectPtr = TSoftObjectPtr<UStaticMesh>(meshFilePath);
UStaticMesh* pStaticMesh = MeshObjectPtr.Get();
if (pStaticMesh)
{
UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pStaticMesh->GetName());
}
}
值得一提的是,这里异步加载并非像之前的 LoadSynchronous 返回 UObject,而是得在加载的时候绑定一个委托FSteamableDelegate,在委托回调的时候进行对象的获取,这里对象获取是通过 TSoftObjectPtr 对 FSoftObjectPath 的构造。
TSoftObjectPtr<UStaticMesh> MeshObjectPtr = TSoftObjectPtr<UStaticMesh>(meshFilePath);
UStaticMesh* pStaticMesh = MeshObjectPtr.Get();
运行结果:
异步加载蓝图为UClass
void AMyProject7Character::BeginPlay()
{
Super::BeginPlay();
FStreamableManager streamableManager;
FString strBPClassPath = "/Game/testActor.testActor_C";
FStreamableDelegate streamableDelegate;
FSoftClassPath SoftBPClassPathName = FSoftClassPath(strBPClassPath);
streamableDelegate.BindUObject(this, &ThisClass::LoadFinish, SoftBPClassPathName);
streamableManager.RequestAsyncLoad(SoftBPClassPathName, streamableDelegate);
}
void AMyProject7Character::LoadFinish(FSoftClassPath SoftBPClassPathName)
{
TSoftClassPtr<AActor> ActorClassPtr = TSoftClassPtr<AActor>(SoftBPClassPathName);
UClass* pClass = ActorClassPtr.Get();
if (pClass)
{
UE_LOG(LogTemp, Error, TEXT("UStaicMesh name is %s"), *pClass->GetName());
}
}
其实UClass是UObject的子类,所以同步异步都可以用同一套。
参考资料:【1】http://api.unrealengine.com/INT/Programming/Assets/AsyncLoading/index.html
【2】https://docs.unrealengine.com/en-us/Programming/Assets/ReferencingAssets