從最末端開始往回講。
createComponent<C>(componentFactory: ComponentFactory<C>,
index?: number,
injector?: Injector,
/* | |
load uasset from file path. | |
*/ | |
FString filepath("/Game/an_animation_file"); // without extension, path start with `/Game`, `/Game` refer-> `Content` folder in real. | |
FStringAssetReference asset_stream_ref(filepath); | |
TAssetPtr<UAnimationAsset> animation_asset(asset_stream_ref); | |
UAnimationAsset* animation = animation_asset.LoadSynchronous(); | |
bool isValid = animation_asset.IsValid(); | |
bool isNull = animation_asset.IsNull(); | |
bool isPending = animation_asset.IsPending(); |
// Available variables: | |
// - Machine | |
// - interpret | |
// - assign | |
// - send | |
// - sendParent | |
// - spawn | |
// - raise | |
// - actions |