一.上篇文章创建组件并绑定之后
在Actor中加载初始化了组件,现在在组件中赋值。使用static ConstructorHelpers::FObjectFinder<T>TempName(TEXT("Copy Reference"));再用TempName.Object
//静态加载资源
static ConstructorHelpers::FObjectFinder<UStaticMesh>TempStaticMesh(TEXT("/Script/Engine.StaticMesh'/Game/StarterContent/Shapes/Shape_Torus.Shape_Torus'"));
MyMesh->SetStaticMesh(TempStaticMesh.Object); //设置模型
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);
里面的资源都来自StarterContent
效果如下:
二.静态加载类
1.在Actor中再声明一个AActor类
2.在静态加载类时使用
static ConstructorHelpers::FClassFinder<AActor>TempName(TEXT("Copy Reference_C"))
_C需要在 Copy Reference中自带的 ' 内(最后一个字母后面)
再赋值TempName.Class
//静态加载类
static ConstructorHelpers::FClassFinder<AActor>TempMyActor(TEXT("/Script/Engine.Blueprint'/Game/StarterContent/Blueprints/Blueprint_CeilingLight.Blueprint_CeilingLight_C'")); //资源类一定要加_C
MyActor = TempMyActor.Class;
测试一下
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