#481
FAssetData对象的创建
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Every Asset and Actor that the Unreal Editor has loaded in memory has a path that uniquely identifies it.
In general, these object paths follow the format:
/path/PackageName.ObjectName:SubObjectName.SubObject
Programmers who work with the Engine in C++ may recognize this format as the same one accepted by functions like FindObject() and StaticFindObject().
For example, to deconstruct an Actor path shown in the request examples above:
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