//添加头文件
#include "LevelEditorViewport.h"
#include "Engine/StaticMeshActor.h"
在 PluginButtonClicked()添加
void FTestToolBarModule::PluginButtonClicked()
{
// Put your "OnButtonClicked" stuff here
//通过当前编辑视图实例获取当前world
UWorld* World = GCurrentLevelEditingViewportClient->GetWorld();
if (World)
{
UE_LOG(LogTemp, Warning, TEXT("totalmass isaaaa"));
//在视图中放置StaticMeshActor
AStaticMeshActor* Actor = World->SpawnActor<AStaticMeshActor>(FVector(0, 0, 100), FRotator::ZeroRotator);
//加载引擎Asset资源
UStaticMesh* ConeMesh = LoadObject<UStaticMesh>(nullptr, TEXT("/Game/StarterContent/Shapes/Shape_Cube.Shape_Cube"));
UMaterial* Mat = LoadObject<UMaterial>(nullptr, TEXT("/Game/StarterContent/Materials/M_Basic_Floor.M_Basic_Floor"), NULL, LOAD_None, NULL);
//UStaticMesh* ConeMesh = LoadObject<UStaticMesh>(NULL, TEXT("/Game/StarterContent/Shapes.Shape_Cube"), NULL, LOAD_None, NULL);
//UMaterial* Mat = LoadObject<UMaterial>(NULL, TEXT("/Game/StarterContent/Materials.M_Basic_Floor"), NULL, LOAD_None, NULL);
UE_LOG(LogTemp, Warning, TEXT("totalmass is %f!"), ConeMesh);
if (ConeMesh)
{
UE_LOG(LogTemp, Warning, TEXT("totalmass is bbbb"));
//设置Mesh材质
ConeMesh->SetMaterial(0, Mat);
//设置MeshComponent的Mesh
Actor->GetStaticMeshComponent()->SetStaticMesh(ConeMesh);
}
//刷新编辑中的视图,如果不加这行,则需要鼠标触发一下视图,视图才会刷新
GEditor->RedrawLevelEditingViewports(true);
}
FText DialogText = FText::Format(
LOCTEXT("PluginButtonDialogText", "Add code to {0} in {1} to override this button's actions"),
FText::FromString(TEXT("FTestToolBarModule::PluginButtonClicked()")),
FText::FromString(TEXT("TestToolBar.cpp"))
);
FMessageDialog::Open(EAppMsgType::Ok, DialogText);
}
加载Class: 注意:_C
TSubclassOf<AActor> UnitSelector = LoadClass<AActor>(NULL, TEXT("Blueprint'/Game/MyProject/MyBlueprint.MyBlueprint_C'"));
TSubclassOf<AActor> UnitSelector = LoadClass<AActor>(NULL, TEXT("Game/MyProject/MyBlueprint"));