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  • Unreal中Blueprint asset的Tag从哪里来

    一、资产创建时

    在将一个对象添加到资源文件的时候,会调用UObject中声明的GetAssetRegistryTags函数,不同的实现可以重新实现这个接口,从而完成自定义标签项的写入。
    /** Constructor taking a UObject. By default trying to create one for a blueprint class will create one for the UBlueprint instead, but this can be overridden */
    FAssetData(const UObject* InAsset, bool bAllowBlueprintClass = false)
    {
    ……
    TArray<UObject::FAssetRegistryTag> ObjectTags;
    InAsset->GetAssetRegistryTags(ObjectTags);
    ……
    }

    例如,蓝图派生类就添加了一些标准的Tag,这些Tag在资源加载的时候都可以使用。
    void UBlueprint::GetAssetRegistryTags(TArray<FAssetRegistryTag>& OutTags) const
    {
    ……
    OutTags.Add(FAssetRegistryTag(FBlueprintTags::BlueprintPathWithinPackage, GetPathName(GetOutermost()), FAssetRegistryTag::TT_Hidden));
    OutTags.Add(FAssetRegistryTag(FBlueprintTags::GeneratedClassPath, GeneratedClassVal, FAssetRegistryTag::TT_Hidden));
    OutTags.Add(FAssetRegistryTag(FBlueprintTags::ParentClassPath, ParentClassName, FAssetRegistryTag::TT_Alphabetical));
    OutTags.Add(FAssetRegistryTag(FBlueprintTags::NativeParentClassPath, NativeParentClassName, FAssetRegistryTag::TT_Alphabetical));
    ……
    }

    二、写入磁盘时

    void UPackage::SaveAssetRegistryData(UPackage* InOuter, FLinkerSave* Linker, FStructuredArchive::FSlot Slot)
    {
    ……
    TArray<FAssetRegistryTag> SourceTags;
    Object->GetAssetRegistryTags(SourceTags);

    TArray<FAssetRegistryTag> Tags;
    for (FAssetRegistryTag& SourceTag : SourceTags)
    {
    FAssetRegistryTag* Existing = Tags.FindByPredicate([SourceTag](const FAssetRegistryTag& InTag) { return InTag.Name == SourceTag.Name; });
    if (Existing)
    {
    Existing->Value = SourceTag.Value;
    }
    else
    {
    Tags.Add(SourceTag);
    }
    }
    ……
    }

    三、资产加载时

    bool FPackageReader::ReadAssetRegistryData (TArray<FAssetData*>& AssetDataList)
    {
    ……

    // UAsset files usually only have one asset, maps and redirectors have multiple
    for(int32 ObjectIdx = 0; ObjectIdx < ObjectCount; ++ObjectIdx)
    {
    FString ObjectPath;
    FString ObjectClassName;
    int32 TagCount = 0;
    *this << ObjectPath;
    *this << ObjectClassName;
    *this << TagCount;

    FAssetDataTagMap TagsAndValues;
    TagsAndValues.Reserve(TagCount);

    for(int32 TagIdx = 0; TagIdx < TagCount; ++TagIdx)
    {
    FString Key;
    FString Value;
    *this << Key;
    *this << Value;

    if (!Key.IsEmpty() && !Value.IsEmpty())
    {
    TagsAndValues.Add(FName(*Key), Value);
    }
    }
    ……
    }
    ……
    }

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  • 原文地址:https://www.cnblogs.com/tsecer/p/14860501.html
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