4.5 KiB
4.5 KiB
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
- 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:
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。
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。
{
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。
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<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);
}
}
}
}