# 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 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 Icon; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (AssetBundles = "Game")) TSoftObjectPtr Mesh; public: UPROPERTY(BlueprintReadWrite, EditAnywhere) TObjectPtr MyChildObject_NotIncludeAssetBundles; UPROPERTY(BlueprintReadWrite, EditAnywhere, meta = (IncludeAssetBundles)) TObjectPtr 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& 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AddBundleAsset,BundleName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(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); } } } } ```