UObject Paths
Every Asset and Actor that the Unreal Editor has loaded in memory has a path that uniquely identifies it.
In general, these object paths follow the format:
/path/PackageName.ObjectName:SubObjectName.SubObject
Programmers who work with the Engine in C++ may recognize this format as the same one accepted by functions like FindObject() and StaticFindObject().
For example, to deconstruct an Actor path shown in the request examples above:
For example, to deconstruct an Actor path shown in the request examples above:
/Game/ThirdPersonBP/Maps/ | The path to the Asset in the Content Browser. |
ThirdPersonExampleMap.ThirdPersonExampleMap: | The name of the package and the object it contains (for many Assets, these will be the same). |
PersistentLevel.CubeMesh_5.StaticMeshComponent0 | The path through a hierarchy of sub-objects to the object you want to affect. |
如上表所示,Path部分很好理解,在Content Browser里可以直接看到。而PackageName通常就是资产文件名,资产里包含若干Object,它们各有ObjectName,即资产文件其实是个Package。