ObjectPath = {}; ObjectPath.ActorClassPath = { UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Start/BP_ActorStart.BP_ActorStart_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/PickUp/BP_BuffItem.BP_BuffItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/PickUp/BP_WeaponItem.BP_WeaponItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/PickUp/BP_SupplyItem.BP_SupplyItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/PickUp/BP_CustomItemBase.BP_CustomItemBase_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Poison/PoisonCircleSystem.PoisonCircleSystem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Resource/BP_ResourceBase.BP_ResourceBase_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/SceneObj/Machine/BP_Machine_Jump.BP_Machine_Jump_C'), '/Game/BluePrints/Environment/BP_radiation.BP_radiation_C', }; ObjectPath.ClientClassPath = { ------------------------------------------UI类------------------------------------------ UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_AttributeItem.WB_AttributeItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Child/WB_PlayerInfoItem.WB_PlayerInfoItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Child/WB_PlayerInfoItem_Small.WB_PlayerInfoItem_Small_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartItem.WB_SelectPartItem_C'), UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartButton.WB_SelectPartButton_C'), } function ObjectPath.Init() for i, v in pairs(ObjectPath.ActorClassPath) do local dot_num = string.find(v, '%.'); local val = string.sub(v, dot_num + 1, string.len(v) - 2); UE.AsyncLoadClass(v, function(TargetClass) ObjectPath[val] = TargetClass; end); end if not UE_SERVER then for i, v in pairs(ObjectPath.ClientClassPath) do local dot_num = string.find(v, '%.'); local val = string.sub(v, dot_num + 1, string.len(v) - 2); UE.AsyncLoadClass(v, function(TargetClass) ObjectPath[val] = TargetClass; end); end end end return ObjectPath;