Witryna使用AssetManager的方法LoadPrimaryAssets,LoadPrimaryAsset, 和LoadPrimaryAssetsWithType进行加载。 Asset Bundles. UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = Display, AssetRegistrySearchable, meta = (AssetBundles = "TestBundle"))TAssetPtr MeshPtr; … Witryna资源管理器函数 LoadPrimaryAssets、LoadPrimaryAsset 和 LoadPrimaryAssetsWithType 可用于在适当的时间开始加载主资源。 之后资源可通过 UnloadPrimaryAssets、UnloadPrimaryAsset 和 UnloadPrimaryAssetsWithType 进行卸载。 使用这些加载函数时,可指定一个资源束列表。 以此法进行加载将使资源管理器 …
【UE4】资源管理之UAssetManager用法_Im 胡嘿嘿的博客-程序员 …
WitrynaThe Asset Manager is a unique, global object that exists in the Editor as well as in packaged games, and can be overridden and customized for any project. It provides a … WitrynaAssetManager.LoadPrimaryAssetsWithType: Loads all assets of a given type: AssetManager.UnloadPrimaryAssetsWithType: Unloads all assets of a given type: … new shark attack army
Asynchronous Asset Loading Unreal Engine …
WitrynaPrimaryAssetType :这指的是一个用于描述物件的逻辑类型的名字,通常是基类的名字。. 例如,我们有两个继承自同一个本地类AWeapon的BPAWeaponRangedGrenade_C … WitrynaCan't get the asset manager to work. I am trying to make primary data assets work with the asset manager. I have everything set up the same way I see in examples to no … Witryna10 lis 2024 · 使用AssetManager的方法LoadPrimaryAssets,LoadPrimaryAsset, 和LoadPrimaryAssetsWithType进行加载。 Asset Bundles UPROPERTY (EditDefaultsOnly, BlueprintReadOnly, Category = Display, AssetRegistrySearchable, meta = (AssetBundles = "TestBundle"))TAssetPtr MeshPtr; 当热更新 … new sharkbite codes