UE4 C++获取StaticMesh详细信息

.h
UFUNCTION(BlueprintCallable, Category = "FunTool")
		void GetStaticMeshDetails(UStaticMesh* Staticmesh, TMap<FName,FString>& StaticmeshDetails);

.cpp
void UExportSixViewsSub::GetStaticMeshDetails(UStaticMesh* Staticmesh, TMap<FName, FString>& StaticmeshDetails)
{
	check(Staticmesh);
	StaticmeshDetails.Add(FName("RelativePath"), Staticmesh->GetPathName());
	StaticmeshDetails.Add(FName("AbsolutePath"), UKismetSystemLibrary::GetSystemPath(Staticmesh));
	TArray<FAssetRegistryTag> OutTags;
	Staticmesh->GetAssetRegistryTags(OutTags);
	for (auto OutTag : OutTags)
	{
		StaticmeshDetails.Add(OutTag.Name, OutTag.Value);
	}
}

 

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转载自blog.csdn.net/qq_41410054/article/details/124730214