ObjectPath = {}; ObjectPath.ActorPath = { [1] = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/UGCPlayerPawn.UGCPlayerPawn_C'), [2] = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/PlayerStart/BP_ActorStart.BP_ActorStart_C'), [3] = UGCGameSystem.GetUGCResourcesFullPath('Asset/Blueprint/XinHaoQuan/BP_PoisonSystem.BP_PoisonSystem_C'), ------------------------------------------UI类------------------------------------------ [11] = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/SelectSoldier/WB_SelectSolider_Item.WB_SelectSolider_Item_C'), [12] = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidget/WB_Backpack_Item1.WB_Backpack_Item1_C'), [13] = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/ChildWidget/WB_TeamScore_Item.WB_TeamScore_Item_C'), [14] = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartItem.WB_SelectPartItem_C'), [15] = UGCGameSystem.GetUGCResourcesFullPath('Asset/UI/Tool/WB_SelectPartButton.WB_SelectPartButton_C'), } function ObjectPath.Init() ObjectPath.PlayerPawnClass = UE.LoadClass(ObjectPath.ActorPath[1]); ObjectPath.BP_ActorStart = UE.LoadClass(ObjectPath.ActorPath[2]); ObjectPath.PoisonCircleSystem = UE.LoadClass(ObjectPath.ActorPath[3]); ------------------------------------------UI类------------------------------------------ if not UE_SERVER then ObjectPath.WB_SelectSolider_Item = UE.LoadClass(ObjectPath.ActorPath[11]); ObjectPath.WB_Backpack_Item1 = UE.LoadClass(ObjectPath.ActorPath[12]); ObjectPath.WB_TeamScore_Item = UE.LoadClass(ObjectPath.ActorPath[13]); ObjectPath.WB_SelectPartItem = UE.LoadClass(ObjectPath.ActorPath[14]); ObjectPath.WB_SelectPartButton = UE.LoadClass(ObjectPath.ActorPath[15]); end end return ObjectPath;