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2024-10-12 17:19:46 +08:00
# IncludeAssetBundles
- **功能描述:** 用于UPrimaryDataAsset的子对象属性指定应该继续递归到该子对象里去探测AssetBundle数据。
- **使用位置:** UPROPERTY
- **引擎模块:** Object Property
- **元数据类型:** string="abc"
- **限制类型:** UPrimaryDataAsset内部的ObjectPtr属性
- **关联项:** [AssetBundles](../AssetBundles/AssetBundles.md)
- **常用程度:** ★★
用于UPrimaryDataAsset的子对象属性指定应该继续递归到该子对象里去探测AssetBundle数据。
这样这些指对象内部的 FSoftObjectPtr 或 FSoftObjectPath 属性其上面标明的AssetBundle的数据才会被解析添加到UPrimaryDataAsset的AssetBundleData里。
- 默认情况下InitializeAssetBundlesFromMetadata_Recursive只会分析到UPrimaryDataAsset的本身这一层级的属性比如下面的Icon和Mesh属性。
- 而如果再嵌套了一层就是UPrimaryDataAsset下面拥有只对象UMyProperty_Asset_ChildObject而UMyProperty_Asset_ChildObject 里面又包含FSoftObjectPath 希望它被属于AssetBundles 的一部分在加载UPrimaryDataAsset的时候同时一并加载。这个时候就需要告诉引擎需要继续分析这个子对象。
- 注意到UMyProperty_Asset_ChildObject我都是用TObjectPtr是个硬引用该对象在UMyProperty_Asset_Item 被加载的时候也会自然被加载进来。因此无论如何UMyProperty_Asset_ChildObject 都会被加载进来。但是UMyProperty_Asset_ChildObject 内部的ChildIcon是用TSoftObjectPtr是软引用因此必须依赖AssetBundle的机制才会被加载。
## 测试代码:
```cpp
UCLASS(BlueprintType)
class INSIDER_API UMyProperty_Asset_ChildObject :public UDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AssetBundles = "Client"))
TSoftObjectPtr<UTexture2D> ChildIcon;
};
UCLASS(BlueprintType)
class INSIDER_API UMyProperty_Asset_Item :public UPrimaryDataAsset
{
GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
FString Name;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AssetBundles = "UI,Game"))
TSoftObjectPtr<UTexture2D> Icon;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AssetBundles = "Game"))
TSoftObjectPtr<UStaticMesh> Mesh;
public:
UPROPERTY(BlueprintReadWrite, EditAnywhere)
TObjectPtr<UMyProperty_Asset_ChildObject> MyChildObject_NotIncludeAssetBundles;
UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (IncludeAssetBundles))
TObjectPtr<UMyProperty_Asset_ChildObject> MyChildObject_IncludeAssetBundles;
public:
virtual FPrimaryAssetId GetPrimaryAssetId() const override;
};
```
## 测试效果:
配置的数据图的下部分分别配置了两张图片。但在LoadPrimaryAsset后只有MyChildObject_IncludeAssetBundles内部的ChildIcon才被加载进来。
![IncludeAssetBundles](IncludeAssetBundles.jpg)
如果分析UMyProperty_Asset_Item 的AssetBunbleData数据会发现其Client只包含第二张Stone图片的路径。这是因为只有第二张图片才被分析到并包含进来。
```cpp
{
BundleName = "Client";
BundleAssets =
{
{
AssetPath =
{
PackageName = "/Game/Asset/Image/T_Shop_Stone";
AssetName = "T_Shop_Stone";
};
SubPathString = "";
};
},
AssetPaths =
{
{
PackageName = "/Game/Asset/Image/T_Shop_Stone";
AssetName = "T_Shop_Stone";
};
},
};
```
## 原理:
UPrimaryDataAsset下的属性如果是个Object属性只当有IncludeAssetBundles的时候才会进一步递归向下探测。
```cpp
void UAssetManager::InitializeAssetBundlesFromMetadata_Recursive(const UStruct* Struct, const void* StructValue, FAssetBundleData& AssetBundle, FName DebugName, TSet<const void*>& AllVisitedStructValues) const
{
static FName AssetBundlesName = TEXT("AssetBundles");
static FName IncludeAssetBundlesName = TEXT("IncludeAssetBundles");
//根据当前对象的值搜索拥有AssetBundles的属性的值最后AddBundleAssetBundleName就是设置的值而FoundRef是引用的对象的资产路径
else if (const FObjectProperty* ObjectProperty = CastField<FObjectProperty>(Property))
{
if (ObjectProperty->PropertyFlags & CPF_InstancedReference || ObjectProperty->GetOwnerProperty()->HasMetaData(IncludeAssetBundlesName))
{
const UObject* Object = ObjectProperty->GetObjectPropertyValue(PropertyValue);
if (Object != nullptr)
{
InitializeAssetBundlesFromMetadata_Recursive(Object->GetClass(), Object, AssetBundle, Object->GetFName(), AllVisitedStructValues);
}
}
}
}
```