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  • UE4类型与资源概述

    类型:UObject及其派生类型

    资源:序列化到磁盘的UObject及其派生类型的对象

    Native Class在游戏启动时,会自动加载,并一直常驻内存

    Blueprint Class既是类型,也是资源。可动态加载与卸载

    资源有很多种:Level(关卡)、UI(UMG)、Particle System(粒子)、Texture(贴图)、Mesh(网格)、Material(材质)

                                 Animation(动作)、Foliage(植被)、Physics(物理)、AI(人工智能)、Sound(声音)、Sprite(图集)等

    大部分资源是以uasset作为后缀的,地图关卡以umap为后缀

    类型分类

    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

    资源分类(一)

    Blueprints Textures Texture(美术) Materials Mesh(美术) 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

    资源分类(二)

    Animation #1 Animation #2 Animation Sequence(美术) 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

               

     资源分类(三)

    FX Particle System Miscellaneous#1(杂项1) Miscellaneous#2(杂项2) Sounds #1 Sounds #2 Sound(美术) 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

       

    不同资源之间的依赖关系

    类型及资源路径

    每个类型及资源都有其唯一的路径

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

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

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

    Class'/Script/MyTest1.MyTest1Character'

    更复杂的情况:

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

    注1:ULevel* PersistentLevel为UWorld'/Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap'的成员变量,即主关卡

    注2:BP_MyObject_C_2147449358可能是直接摆放在主关卡中的或者运行时动态生成的

    ---------------------------------------------------------------------------------------------------------------------

    资源类型  分区(Game | Engine | 插件名 | Script)  目录   包名  对象名

    ---------------------------------------------------------------------------------------------------------------------

    ① 用资源路径加载资源时,资源类型不用写

    ② 一个包中可能有多个对象  例如:关卡包ThirdPersonExampleMap中除了World对象ThirdPersonExampleMap外,还有很多其他Actor对象

    ③ 对于蓝图对象,如果用的不是默认对象,而是其类型,就要在后面加_C,如果其CDO对象,就要在前面加Default__

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

         CDO如:/Script/Engine.Default__Actor

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  • 原文地址:https://www.cnblogs.com/kekec/p/14719018.html
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