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UE4类型与资源路径重定向

作者:互联网

UE4重定向机制十分强大,可在不同范围对类型和资源路径进行重定向。

在4.24.3版本中,有两套实现方案:ActiveXXXRedirects和XXXRedirects

ActiveXXXRedirects是老的实现方案,功能较弱,未来会被淘汰

XXXRedirects又叫CoreRedirects,是新一代的重定向方案,功能更强大,可满足各种情况下的类型及资源路径的重定向

 

ActiveXXXRedirects老方案

具体包括4种类型:ActiveGameNameRedirects、ActiveClassRedirects、ActivePluginRedirects、ActiveStructRedirects

定义在:UnrealEngine\Engine\Source\Runtime\Engine\Classes\Engine\Engine.h

USTRUCT()
struct FGameNameRedirect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FName OldGameName;

    UPROPERTY()
    FName NewGameName;
};


USTRUCT()
struct FClassRedirect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FName ObjectName;

    UPROPERTY()
    FName OldClassName;

    UPROPERTY()
    FName NewClassName;

    UPROPERTY()
    FName OldSubobjName;

    UPROPERTY()
    FName NewSubobjName;

    UPROPERTY()
    FName NewClassClass; 

    UPROPERTY()
    FName NewClassPackage; 

    UPROPERTY()
    bool InstanceOnly;
};


USTRUCT()
struct FStructRedirect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FName OldStructName;

    UPROPERTY()
    FName NewStructName;
};


USTRUCT()
struct FPluginRedirect
{
    GENERATED_USTRUCT_BODY()

    UPROPERTY()
    FString OldPluginName;

    UPROPERTY()
    FString NewPluginName;
};


UCLASS(abstract, config=Engine, defaultconfig, transient)
class ENGINE_API UEngine
    : public UObject
    , public FExec
{

    // ... ...
public:
    UPROPERTY(config)
    TArray<FGameNameRedirect> ActiveGameNameRedirects;

    UPROPERTY(config)
    TArray<FClassRedirect> ActiveClassRedirects;

    UPROPERTY(config)
    TArray<FPluginRedirect> ActivePluginRedirects;

    UPROPERTY(config)
    TArray<FStructRedirect> ActiveStructRedirects;
    // ... ...
};

 

 

XXXRedirects新方案

具体包括6种类型:ClassRedirects、StructRedirects、EnumRedirects、FunctionRedirects、PropertyRedirects、PackageRedirects

定义在:CoreRedirects.h和CoreRedirects.cpp

enum ECoreRedirectFlags
{
    None                     = 0,
    Type_Object              = 0x00000001,
    Type_Class               = 0x00000002,  // ClassRedirects
    Type_Struct              = 0x00000004,  // StructRedirects
    Type_Enum                = 0x00000008,  // EnumRedirects
    Type_Function            = 0x00000010,  // FunctionRedirects
    Type_Property            = 0x00000020,  // PropertyRedirects
    Type_Package             = 0x00000040,  // PackageRedirects
    Type_AllMask             = 0x0000FFFF,
    Option_InstanceOnly      = 0x00010000,  // 属性bInstanceOnly=True  只命中CDO创建出来的实例对象,CDO不受影响
    Option_Removed           = 0x00020000,  // 属性Removed=True
    Option_MatchSubstring    = 0x00040000,  // 属性MatchSubstring=true  OldName为当前对象的子串,即命中
    Option_AllMask           = 0xFFFF0000,
    Option_ExactMatchMask    = Option_InstanceOnly | Option_Removed,
};
    
struct COREUOBJECT_API FCoreRedirect
{
    /** Flags of this redirect */
    ECoreRedirectFlags RedirectFlags;

    /** Name of object to look for */
    FCoreRedirectObjectName OldName;

    /** Name to replace with */
    FCoreRedirectObjectName NewName;

    /** Change the class of this object when doing a redirect */
    FCoreRedirectObjectName OverrideClassName;

    /** Map of value changes, from old value to new value */
    TMap<FString, FString> ValueChanges;
};

 

首先,要注意的是,重定向配置中填写的所有的类型要去掉前缀U、A、F、E

重定向又分为两大类:类型重定向和资源路径重定向

 

类型重定向

重定向整个模块范围的类型

[CoreRedirects]  ;BaseOpenCVLensCalibration.ini
;将名为MixedRealityCaptureCalibration的Module重定向到名为OpenCVLensCalibration上  
+PackageRedirects=(OldName="/Script/MixedRealityCaptureCalibration", NewName="/Script/OpenCVLensCalibration")

;与上面做法等价
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="/Script/MixedRealityCaptureCalibration",NewGameName="/Script/OpenCVLensCalibration") 

 

重定向指定Class类型

[CoreRedirects]  ;BaseOpenCVLensCalibration.ini
;将MixedRealityCaptureCalibration模块中的MyTestObject类型重定向到OpenCVLensCalibration模块中的MyTestObject类型 
+ClassRedirects=(OldName="/Script/MixedRealityCaptureCalibration.MyTestObject",NewName="/Script/OpenCVLensCalibration.MyTestObject")

;与上面做法等价
[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="/Script/MixedRealityCaptureCalibration.MyTestObject", NewClassName="/Script/OpenCVLensCalibration.MyTestObject")

;----------------------------------------------------------------------------------------------------------------

[CoreRedirects]
;将对所有资源中的蓝图类型AnimNotify_PlaySound_C重定向到Engine模块中C++类型AnimNotify_PlaySound  注:这种情况下,UCLASS的底层类进行的更改,将OverrideClassName设置为/Script/CoreUObject.Class
+ClassRedirects=(OldName="AnimNotify_PlaySound_C",NewName="/Script/Engine.AnimNotify_PlaySound",OverrideClassName="/Script/CoreUObject.Class")

[/Script/Engine.Engine]
;将当前项目主模块中的AMyComponent类型重定向到TestModule模块中的ABaseComponent类型
+ActiveClassRedirects=(OldClassName="MyComponent",NewClassName="/Script/TestModule.BaseComponent") 
;将TGame模块中的TMyCharacter类型重定向到NGame模块中的NMyCharacter类型
+ActiveClassRedirects=(OldClassName="/Script/TGame.TMyCharacter",NewClassName="/Script/NGame.NMyCharacter") 

 

重定向指定Class类型的指定对象

[CoreRedirects]
;将Name为Wall9的StaticMeshActor对象的Name修改为Go
+ClassRedirects=(OldName="/Script/Engine.StaticMeshActor",NewName="/Script/Engine.StaticMeshActor",ValueChanges=(("Wall9","Go")))

 

重定向指定Struct类型

[CoreRedirects] ;BaseMagicLeapScreens.ini
;将MagicLeapScreens模块中的FScreensWatchHistoryEntry结构体重定向到MagicLeapScreens模块中的MagicLeapScreensWatchHistoryEntry结构体
+StructRedirects=(OldName="/Script/MagicLeapScreens.ScreensWatchHistoryEntry", NewName="/Script/MagicLeapScreens.MagicLeapScreensWatchHistoryEntry")

;与上面做法等价
[/Script/Engine.Engine]
+ActiveStructRedirects=(OldStructName="/Script/MagicLeapScreens.ScreensWatchHistoryEntry",NewStructName="/Script/MagicLeapScreens.MagicLeapScreensWatchHistoryEntry")

 

重定向指定Enum类型及指定Enum值

[CoreRedirects] ;BaseMagicLeapHandTracking.ini
;将MagicLeapGestures模块中的EStaticGestures枚举重定向到MagicLeapHandTracking模块中的EHandTrackingGesture枚举
+EnumRedirects=(OldName="/Script/MagicLeapGestures.EStaticGestures",NewName="/Script/MagicLeapHandTracking.EHandTrackingGesture")

;将EStereoLayerType枚举中的EStereoLayerType::SLT_TorsoLocked修改为EStereoLayerType::SLT_TrackerLocked
+EnumRedirects=(OldName="EStereoLayerType",ValueChanges=(("EStereoLayerType::SLT_TorsoLocked","EStereoLayerType::SLT_TrackerLocked")) )

;将所有模块中的ESoundDistanceModel枚举重定向到Engine模块中的EAttenuationDistanceModel枚举
;并将ATTENUATION_Custom修改为EAttenuationDistanceModel::Custom,将ATTENUATION_Inverse修改为EAttenuationDistanceModel::Inverse
+EnumRedirects=(OldName="ESoundDistanceModel",NewName="/Script/Engine.EAttenuationDistanceModel",ValueChanges=(("ATTENUATION_Custom","EAttenuationDistanceModel::Custom"),("ATTENUATION_Inverse","EAttenuationDistanceModel::Inverse")) )

 

重定向指定Function

[CoreRedirects]
;将ConvertTransformToRelative函数重定向到Engine模块KismetMathLibrary类中MakeRelativeTransform函数
+FunctionRedirects=(OldName="ConvertTransformToRelative",NewName="/Script/Engine.KismetMathLibrary.MakeRelativeTransform")
;将Actor类中SetActorRotation函数重定向到Actor类中K2_SetActorRotation函数
+FunctionRedirects=(OldName="Actor.SetActorRotation",NewName="Actor.K2_SetActorRotation")

 

重定向指定Property

[CoreRedirects]
;将GameplayEffect类中InheritableClearTagsContainer属性重定向到GameplayEffect类中RemoveGameplayEffectsWithTags属性
+PropertyRedirects=(OldName="GameplayEffect.InheritableClearTagsContainer",NewName="GameplayEffect.RemoveGameplayEffectsWithTags")

 

类型重定向示例

在DefaultEngine中的/Script/Engine.Engine标签中,将MyBPObject类型重定向到MyBPCObject上

[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName="MyBPObject",NewClassName="MyBPCObject")

 

资源路径重定向

在项目的DefaultEngine.ini中配置

[CoreRedirects]
;将蓝图类型/Game/Blueprints/Struct_AIVoiceTableRelated重定向到/Game/InBattle/Blueprints/Struct_AIVoiceTableRelated
+PackageRedirects=(OldName="/Game/Blueprints/Struct_AIVoiceTableRelated", NewName="/Game/InBattle/Blueprints/Struct_AIVoiceTableRelated")
;将材质/Game/Game/Materials/M_MRCamSrcProcessing重定向到/Game/InBattle/Materials/M_MrcVideoProcessing
+PackageRedirects=(OldName="/Game/Materials/M_MRCamSrcProcessing", NewName="/Game/InBattle/Materials/M_MrcVideoProcessing")

 

在引擎的BaseEngine.ini中配置

[CoreRedirects]
;将对资源/Engine/EngineAnimNotifies/AnimNotify_PlaySound的引用清空
+PackageRedirects=(OldName="/Engine/EngineAnimNotifies/AnimNotify_PlaySound",Removed=True)

具体步骤:

1. 删除/Engine/EngineAnimNotifies/AnimNotify_PlaySound文件

2. 在CoreRedirects标签中配置该文件要被删除   注:如果不配置的话,会在Message Log窗口的Load Errors分类中提示 Failed to load /Engine/EngineAnimNotifies/AnimNotify_PlaySound Referenced by XXX

 

在Base[Plugin名].ini中配置资源重定向

[CoreRedirects]  ;BaseMDLImporter.ini
;将/DatasmithContent/Materials/MDL/目录中的所有资源重定向到/MDLImporter/Materials/MDL/目录中
+PackageRedirects=(OldName="/DatasmithContent/Materials/MDL/", NewName="/MDLImporter/Materials/MDL/", MatchSubstring=true)

;--------------------------------------------------------------------------------------------------------

[CoreRedirects]  ;BaseMixedRealityCaptureFramework.ini
;将名为MixedRealityFramework的Plugin重定向到名为MixedRealityCaptureFramework上
+PackageRedirects=(OldName="/MixedRealityFramework/", NewName="/MixedRealityCaptureFramework/", MatchSubstring=true)

;与上面做法等价
[/Script/Engine.Engine]
+ActivePluginRedirects=(OldPluginName="MixedRealityFramework",NewPluginName="MixedRealityCaptureFramework")  

 

去除依赖

配置了重定向后,可通过以下2种方法来去除对重定向的依赖

方法①:在编辑器中,对这些蓝图或其他美术资源文件进行重新保存

方法②:使用commandlet为ResavePackages的命令来保存对应的文件

UE4Editor.exe "%GameDir%\MyGame.uproject" -run=ResavePackages -projectonly // 重新保存项目中的所有文件

UE4Editor.exe "%GameDir%\MyGame.uproject" -run=ResavePackages -packagefolder="G:/svn/MyTest1/Content/ThirdPersonCPP/Meshes" // 重新保存项目G:/svn/MyTest1/Content/ThirdPersonCPP/Meshes目录中的所有文件

UE4Editor.exe "%GameDir%\MyGame.uproject" -run=ResavePackages -package=/Game/ThirdPersonCPP/Meshes/Linear_Stair_StaticMesh // 重新保存项目中的/Game/ThirdPersonCPP/Meshes/Linear_Stair_StaticMesh文件

UE4Editor.exe "%GameDir%\MyGame.uproject" -run=ResavePackages -file="G:/svn/MyTest1/fixfilelist.txt" // 重新保存项目中G:/svn/MyTest1/fixfilelist.txt列表中包含的所有文件

fixfilelist.txt中内容如下:

G:/svn/MyTest1/Content/ThirdPersonCPP/Meshes/Bump_StaticMesh.uasset
G:/svn/MyTest1/Content/ThirdPersonCPP/Meshes/LeftArm_StaticMesh.uasset

 

 

标签:Engine,UPROPERTY,重定向,Script,路径,CoreRedirects,OldName,UE4
来源: https://www.cnblogs.com/kekec/p/13447788.html