UE4动态获得资源路径并进行加载

//根据资源获得他的path
FName AMyActor::GetObjPath(const UObject* Obj)
{
	if (!Obj)
		return NAME_None;

	FStringAssetReference ObjPath = FStringAssetReference(Obj);
	FString str = Obj->GetClass()->GetDescription();
	str += "'";
	str += ObjPath.ToString();
	str += "'";

	return FName(*str);
}
//根据path加载为材质
UMaterialInterface * AMyActor::LoadMatFromPath(const FName & Path)
{
	if (Path == NAME_None)
		return NULL;
	return LoadObject<UMaterialInterface>(NULL, *(Path.ToString()));
}
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转载自blog.csdn.net/maxiaosheng521/article/details/103200204
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