Number of Blueprints: 0

Number of C++ Classes: 5

Network Replicated: No

Supported Development Platforms: Windows x64

Supported Target Build Platforms: Windows x64

Documentation: Link to Google Drive

Forum Support: Link

蓝图数目: 0

C++类数: 5

网络复制:没有

支持的开发平台:视窗x64

支持的目标构建平台:视窗x64

文件: 链接到谷歌驱动器

论坛支持: 连结






The Pak Loader enables you to load Unreal .pak files at runtime. This makes assets within that pak file available to be used at runtime. It does that by exposing Unreal’s pak mounting functions to Blueprints and also in a more convenient way to C++.

For example you could use it for modding purposes where players can download pak files containing levels/map assets and then load that during runtime. Or an ArchViz application where users can download additional meshes.

Paks can contain any type of assets. Once the pak file is loaded Unreal can access all of the assets in it. This includes levels as well.

Due to how Unreal Engine works, .pak files are only intended to be loaded in packaged (non editor) builds.

You can find an example project and an example .pak file in the link below.

Read the documentation to learn about mounting pak files. If you are a new to Unreal this plugin might not be suitable for you, as mounting pak files is a non trivial thing.

To create pak files you can also use my other plugin PakCreator.

Features:

  • Mount/Unmount .pak files.

  • Register mount points to support references between pak assets.

  • Download (.pak) files via HTTP.

  • Load objects (all kind of assets).

  • Load classes (Blueprints).

  • Utility functions like GetMountedPakFilenames, GetFilesInPakDirectory, SHA1SUM, IsValidPakFile, etc. (see documentation)

Limitations:

  • Only tested on Windows x64. But works on other platforms as well (MacOS, Linux, Mobile)

  • IoStore is supported but note that this feature is mutual exclusive. Meaning either all of the pak files have IoStore or none.

  • Loading assets from mounted Pak files only works in packaged builds of your project. (Not in Editor)

  • You can’t load unsigned Pak files if your game project has Pak signing enabled.

  • Loading pak files that have been created with a different engine version than your project might not load.

Code Modules:

  • Runtime Module: “PakLoader”

  • Classes: FPakLoader, UPakLoaderLibrary, UAsyncPakDownloader, FLogHelper

Example Project:

UE 4.22 Download

UE 4.23 Download

UE 4.24 Download

UE 4.25 Download

UE 4.26 Download

UE 4.27 Download

UE 5.0 Download

UE 5.1 Download

UE 5.2 Download

UE 5.3 Download

UE 5.4 Download

Pak加载器使您能够加载虚幻。运行时的pak文件。 这使得该pak文件中的资源可在运行时使用。 它通过将虚幻的pak挂载函数暴露给蓝图以及以更方便的方式暴露给C++来实现这一点。

例如,您可以将其用于改装目的,玩家可以下载包含关卡/地图资源的pak文件,然后在运行时加载。 或者一个ArchViz应用程序,用户可以下载额外的网格。

Paks可以包含任何类型的资产。 加载pak文件后,虚幻引擎可以访问其中的所有资源。 这也包括水平。

由于虚幻引擎的工作原理,.pak文件仅用于加载 打包(非编辑器) 建筑。

你可以找到一个示例项目和一个例子。pak文件在下面的链接.

阅读文档以了解有关挂载pak文件的信息。 如果您是虚幻的新手,这个插件可能不适合您,因为挂载pak文件是一件不平凡的事情。

要创建pak文件,您还可以使用 我的另一个插件PakCreator.

特征:

  • 装载/卸载。pak文件。

  • 注册挂载点以支持pak资源之间的引用。

  • 下载(.pak)通过HTTP的文件。

  • 加载对象(所有类型的资产)。

  • 加载类(蓝图)。

  • 实用程序函数,如GetMountedPakFilenames,GetFilesInPakDirectory,SHA1SUM,IsValidPakFile等。 (见文档)

限制:

  • 仅在Windows x64上测试过。 但也适用于其他平台(MacOS,Linux,Mobile)

  • 支持IoStore,但请注意,此功能是互斥的。 意思是所有的pak文件都有IoStore或没有。

  • 从已安装的Pak文件加载资源仅适用于项目的打包版本。 (不在编辑中)

  • 如果您的游戏项目已启用Pak签名,则无法加载未签名的Pak文件。

  • 加载使用与项目不同的引擎版本创建的pak文件可能无法加载。

代码模块:

  • 运行时模块:”PakLoader”

  • 类:FPakLoader,UPakLoaderLibrary,UAsyncPakDownloader,FLogHelper

示例项目:

UE4.22 下载

UE4.23 下载

UE4.24 下载

UE4.25 下载

UE4.26 下载

UE4.27 下载

UE5.0 下载

UE5.1 下载

UE5.2 下载

UE5.3 下载

UE5.4 下载

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