ue4 Runtime 保存蓝图资产
有时间项目需求要将一系列的游戏数据保存为蓝图资产,然后在其他地方使用。
UMyDataSave 为要继承自UObject的蓝图
UCLASS()
class XXXXX_API UMyDataSave : public UObject
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere,BlueprintReadWrite)
int32 IntData;
}
函数声明:保存蓝图资产到AssetPath,并返回该资产的软对象引用
static bool SaveMyData(const FString& AssetPath, const FString& ObjectName, const TSoftObjectPtr<UMyDataSave >& MyDataSaveObj,int32 nData);
bool UBPEditorTool::SaveMyData(const FString& AssetPath, const FString& ObjectName,TSoftObjectPtr<UCubeWaveData>& CubeWaveDataObj)
{
FString PackageFileName = FPackageName::LongPackageNameToFilename(AssetPath, FPackageName::GetAssetPackageExtension());
UPackage* Package = CreatePackage(*AssetPath);
Package->FullyLoad();
// 创建对象时,指定他对应的Package就是刚才创建的空资源Package
UMyDataSave * pMyData = NewObject<UMyDataSave >(Package, FName(*ObjectName), EObjectFlags::RF_Public | EObjectFlags::RF_Standalone);
//此处可以填充 pMyData 的数据
pMyData ->IntData = nData;
UE_LOG(LogTemp, Display, TEXT("SaveMyData:Path:%s,FileName:%s"),*AssetPath,*PackageFileName);
// 保存这个对象到一个指定路径的uasset文件
bool bSaved = UPackage::SavePackage(Package, pWaveData, EObjectFlags::RF_Public | EObjectFlags::RF_Standalone, *PackageFileName, GError, nullptr, true, true, SAVE_NoError);
FSoftObjectPath SolftObjPath = FSoftObjectPath(pWaveData);
CubeWaveDataObj = TSoftObjectPtr<UCubeWaveData>(SolftObjPath);
return bSaved;
}