一.上篇文章創(chuàng)建組件并綁定之后
在Actor中加載初始化了組件,現(xiàn)在在組件中賦值。使用static ConstructorHelpers::FObjectFinder<T>TempName(TEXT("Copy Reference"));再用TempName.Object
//靜態(tài)加載資源
static ConstructorHelpers::FObjectFinder<UStaticMesh>TempStaticMesh(TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Torus.Shape_Torus'"));
MyMesh->SetStaticMesh(TempStaticMesh.Object); //設(shè)置模型
static ConstructorHelpers::FObjectFinder<UParticleSystem>TempParticleSystem(TEXT("/Script/Engine.ParticleSystem'/Game/StarterContent/Particles/P_Steam_Lit.P_Steam_Lit'")); //Copy Reference
MyParticle->SetTemplate(TempParticleSystem.Object);
static ConstructorHelpers::FObjectFinder<USoundWave>TempSound(TEXT("/Script/Engine.SoundWave'/Game/StarterContent/Audio/Explosion02.Explosion02'"));
MyAudio->SetSound(TempSound.Object);
里面的資源都來(lái)自StarterContent
?
效果如下:
二.靜態(tài)加載類
1.在Actor中再聲明一個(gè)AActor類?
2.在靜態(tài)加載類時(shí)使用
static ConstructorHelpers::FClassFinder<AActor>TempName(TEXT("Copy Reference_C"))
_C需要在 Copy Reference中自帶的 ' 內(nèi)(最后一個(gè)字母后面)
再賦值TempName.Class
//靜態(tài)加載類
static ConstructorHelpers::FClassFinder<AActor>TempMyActor(TEXT("/Script/Engine.Blueprint'/Game/StarterContent/Blueprints/Blueprint_CeilingLight.Blueprint_CeilingLight_C'")); //資源類一定要加_C
MyActor = TempMyActor.Class;
測(cè)試一下
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