【资料图】
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;}