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一、首先设置UE4引擎的系统环境变量

 找到:D:\UE\UE_4.27\Engine\Binaries\Win64,

 WindowS+R打开CMD命令

运行UnrealPak,运行结果如下

 二、打开虚幻引擎,Cook资源

     注意如果想要加载Pak内资源,那么这些资源必须是经过Cook的。如果打包的是未Cook的资源,那么即使Pak挂载成功,也不可能会成功加载Pak内资源。

 Cook好之后,存储的路径在你的I:\DBJTest\Saved\Cooked\WindowsNoEditor\DBJTest\Content\DLC

 使用命令开始打包

第一种:打包单个文件夹,此处的文件夹为DLC

打包Pak的命令行格式

UnrealPak “存储Pak的路径+Pak包名” -create="Cook好的资源的路径"

成功之后会出现文件DLCtest.pak

 

第二种:打包整个Content文件

unrealpak "I:\DLCtest.pak" -create=I:\DBJTest\Saved\Cooked\WindowsNoEditor\DBJTest\Content

第三种:打包单个文件

unrealpak "I:\DLCtest.pak" -create=I:\DBJTest\Saved\Cooked\WindowsNoEditor\DBJTest\Content\DLC\download.uasset

打包完成后就能在你对应的文件夹中找到相对应的文件

 

三、挂载Pak包

 1.自动挂载

如果手动将Pak放在以下这些项目路径中,引擎将会自动加载Pak

  • [ProjectName]/Content/Paks
  • [ProjectName]/Saved/Paks
  • Engine/Content/Paks

 2.手动挂载

在Bulid.cs里面加入模块PakFile


public class DBJTest : ModuleRules
{
	public DBJTest(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange
        (
            new string[] 
            {
                "Core",
                "CoreUObject",
                "Engine",
                "InputCore",
                "HeadMountedDisplay",
                "PakFile",
            }
        );
	}
}

MyPlayerController.h文件

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/PlayerController.h"
#include "MyPlayerController.generated.h"

/**
 * 
 */
UCLASS()
class DBJTEST_API AMyPlayerController : public APlayerController
{
	GENERATED_BODY()
	
public:
	virtual void BeginPlay() override;

	UFUNCTION(Exec)
		void TestLoadPak(FString InPakFullPath);
	
	TSharedPtr<class FPakPlatformFile> PakPlatform;
	class IPlatformFile* OldPlatform;
};

MyPlayerController.cpp文件

// Fill out your copyright notice in the Description page of Project Settings.

#include "MyPlayerController.h"
#include "IPlatformFilePak.h"
#include "PlatformFilemanager.h"
#include "Runtime/Engine/Classes/Engine/StaticMeshActor.h"
#include "GenericPlatformFile.h"

void AMyPlayerController::BeginPlay()
{
	Super::BeginPlay();

	OldPlatform = &FPlatformFileManager::Get().GetPlatformFile();
	PakPlatform = MakeShareable(new FPakPlatformFile());
	PakPlatform->Initialize(&FPlatformFileManager::Get().GetPlatformFile(), TEXT(""));
}

void AMyPlayerController::TestLoadPak(FString InPakFullPath)
{
	FPlatformFileManager::Get().SetPlatformFile(*PakPlatform.Get());

	FString PakFileFullPath = InPakFullPath;

	FPakFile* TmpPak = new FPakFile(PakPlatform.Get(), *PakFileFullPath, false);
	FString PakMountPoint = TmpPak->GetMountPoint();
	int32 Pos = PakMountPoint.Find("Content/");
	FString NewMountPoint = PakMountPoint.RightChop(Pos);
	NewMountPoint = FPaths::ProjectDir() + NewMountPoint;
	//FString NewMountPoint = "../../../DBJTest/Content/DLC/";

	TmpPak->SetMountPoint(*NewMountPoint);

	if (PakPlatform->Mount(*PakFileFullPath, 1, *NewMountPoint))
	{
		TArray<FString> FoundFilenames;
		TmpPak->FindFilesAtPath(FoundFilenames, *TmpPak->GetMountPoint(), true, false, false);

		if (FoundFilenames.Num() > 0)
		{
			for (FString& Filename : FoundFilenames)
			{
				if (Filename.EndsWith(TEXT(".uasset")))
				{
					FString NewFileName = Filename;
					NewFileName.RemoveFromEnd(TEXT(".uasset"));
					int32 Pos = NewFileName.Find("/Content/");
					NewFileName = NewFileName.RightChop(Pos + 8);
					NewFileName = "/Game" + NewFileName;

					UObject* LoadedObj = StaticLoadObject(UObject::StaticClass(), NULL, *NewFileName);

					UStaticMesh* SM = Cast<UStaticMesh>(LoadedObj);
					if (SM)
					{
						AStaticMeshActor* MeshActor = GetWorld()->SpawnActor<AStaticMeshActor>(AStaticMeshActor::StaticClass(), FVector(0,0,460), FRotator(0,0,0) );
						MeshActor->SetMobility(EComponentMobility::Movable);
						MeshActor->GetStaticMeshComponent()->SetStaticMesh(SM);
						break;
					}
				}
			}
		}
	}


	FPlatformFileManager::Get().SetPlatformFile(*OldPlatform);

}

世界设置要选择GameMode

 运行Play,按下~按键,输入命令testLoadPak I:\DLCtest.pak