Features:

  • Easy to use Native namespace for loading paths in C++
  •  Blueprint function library allowing for global loads outside of native

Code Modules:

  •  GlobalLoader – Runtime

Number of Blueprints: 0

Number of C++ Classes: 5

Network Replicated: No, system is replication agnostic

Supported Development Platforms: Windows, Android

Supported Target Build Platforms: Windows, Android

特征:

  • 易于使用本机命名空间在C++中加载路径
  •  蓝图函数库允许本地以外的全局负载

代码模块:

  •  GlobalLoader-运行时

蓝图数目:0

C++类数:5

网络复制:不,系统是复制不可知的

支持的开发平台:Windows、Android

支持的目标构建平台:Windows、Android




Developing large games often comes with the inherent issue of having a lot of classes/assets in memory at once. If you’re targetting console or other limited platforms, managing the loading of these objects is absolutely paramount.

Unreal offers an existing method of deferring this loading through the use of FSoftObjectPaths and FSoftClassPaths, but that requires reuse of handles and a streamable manager – while this approach works, its a pain to mange over a large codebase and quickly becomes unwieldy.

This plugin adds a static loader to your project, with a very very clean integration with both Native and Blueprint.

All you need to do is call the templated Load functions in the FLoader namespace, with a path and lambda callback, and you’re good to go!

开发大型游戏通常伴随着一次在内存中拥有大量类/资产的固有问题。 如果您的目标是控制台或其他有限的平台,管理这些对象的加载绝对是至关重要的。

虚幻提供了一种通过使用FSoftObjectPaths和FSoftClassPaths来延迟加载的现有方法,但这需要重用句柄和可流式管理器-尽管这种方法有效,但在大型代码库中进行更改会很痛苦,

这个插件为您的项目添加了一个静态加载器,与本机和蓝图进行了非常干净的集成。

您需要做的就是调用floader命名空间中的模板加载函数,使用path和lambda回调,然后您就可以开始了!

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