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虚幻4制作自己的文件格式

2015-04-23 18:42 429 查看
实现AssetFactory类和Asset类

Asset类是产生的资源文件。这个我写了一个字符串。

#pragma once

#include "SlateCore.h"

#include "UIAsset.generated.h"

UCLASS(hidecategories = Object, BlueprintType)

class 111_API UUIAsset : public UObject

{

GENERATED_UCLASS_BODY()

public:

UPROPERTY(Category = Brush, EditAnywhere, meta = (ShowOnlyInnerProperties))

FString test;

virtual void PostLoad() override;

};

Factory类

#pragma once

#include "UnrealED.h"

#include "UIAssetFactory.generated.h"

class UFactory;

/** Factory for creating SlateBrushAssets */

UCLASS(hidecategories = Object)

class 111_API UUIAssetFactory : public UFactory

{

GENERATED_UCLASS_BODY()

/** An initial texture to assign to the newly created slate brush */

UPROPERTY()

class UTexture2D* InitialTexture;

// Begin UFactory Interface

virtual FText GetDisplayName() const override;

virtual bool ConfigureProperties() override;

virtual UObject* FactoryCreateNew(UClass* Class, UObject* InParent, FName Name, EObjectFlags Flags, UObject* Context, FFeedbackContext* Warn) override;

// Begin UFactory Interface

};
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