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UE4 createasset

作者:互联网

FString InstancesID = Materials + '/' + MaterialId + '/' + MaterialId + "." + MaterialId;
FName BaseMaterialObjectPath = FName(*InstancesID);
Packages.AddUnique(CreatePackage(nullptr, *(Materials + "/" + MaterialId + '/' + MaterialIndex)));
FAssetData BaseMateial = AssetRegistryModule.Get().GetAssetByObjectPath(BaseMaterialObjectPath);
UMaterialInstanceConstantFactoryNew* Factory = NewObject<UMaterialInstanceConstantFactoryNew>();
UObject* Mat = AssetToolsModule.Get().CreateAsset(MaterialIndex, Materials + '/' + MaterialId, UMaterialInstanceConstant::StaticClass(), Factory, FName("CreateMaterial"));
UMaterialInstanceConstant* MatInst = static_cast<UMaterialInstanceConstant*>(Mat);
MatInst->Parent = static_cast<UMaterialInterface*>(BaseMateial.GetAsset());
UObject* LoadedAsset = AssetRegistryModule.Get().GetAssetByObjectPath(*BPPhysicalActorPath).GetAsset();
UBlueprint* Blueprint = Cast<UBlueprint>(LoadedAsset);
UClass* InClass = Blueprint->GeneratedClass.Get();
UBlueprintFactory* Factory = NewObject<UBlueprintFactory>();
Factory->ParentClass = InClass;
UObject* BP = AssetToolsModule.Get().CreateAsset(AssetName, PackagePath, nullptr, Factory, FName("BlueprintPhyscialActor"));
for (UObject* StaticMesh : StaticMeshes)
{
	AddBlueprintComponent(StaticMesh, Cast<UBlueprint>(BP));
}
Packages.Add(CreatePackage(NULL, *(PackagePath + "/" + AssetName)));
FAssetRegistryModule& AssetRegistryModule = FModuleManager::LoadModuleChecked<FAssetRegistryModule>("AssetRegistry");
FAssetToolsModule& AssetToolsModule = FModuleManager::Get().LoadModuleChecked<FAssetToolsModule>("AssetTools");	

 

标签:AssetRegistryModule,UObject,Get,Factory,MaterialId,createasset,FName,UE4
来源: https://blog.csdn.net/sh15285118586/article/details/111927666