本文主要是介绍UE5 热更新,Fbx --> Pak过程命令行,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
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CMD 导入FBX,并保存成UAsset
导入单个数据(Fbx)
unrealEditor.exe E:\testProject\DBJTest\DBJTest.uproject -run=ImportAssets -source=C:\Users\XXX\Desktop\testFBX\ -dest=/Game/ -importsettings="" -AllowCommandletRendering -NoSourceControl -ReplaceExisting
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导入多个数据(Fbx)
UnrealEditor.exe E:\testProject\DBJTest\DBJTest.uproject -run=ImportAssets -ImportSettings=C:\XXX\XXX\testFBXHuaShan\UEImportSetting.json -NoSourceControl
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ImportSettings:{}// ...projectDir.../Saved/Config/WindowsEditor/EditorPerProjectUserSettings.ini
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Cook方法
Cmd Cook
unrealEditor.exe E:\testProject\DBJTest\DBJTest.uproject -run=cook -TargetPlatform=windows+android+…… -OutputDir=E:\testPack\cooked
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编辑器Cook方法
-ScriptsForProject="E:/testProject/DBJTest/DBJTest.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=1149 -project="E:/testProject/DBJTest/DBJTest.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="E:/testProject/DBJTest/DBJTest.uproject" -target=DBJTest -unrealexe="D:\Epic\UE_5.0\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -ddc=InstalledDerivedDataBackendGraph -installed -skipstage
cmd.exe /c ""D:/Epic/UE_5.0/Engine/Build/BatchFiles/RunUAT.bat" -ScriptsForProject="E:/testProject/DBJTest/DBJTest.uproject" Turnkey -command=VerifySdk -platform=Win64 -UpdateIfNeeded -EditorIO -EditorIOPort=1149 -project="E:/testProject/DBJTest/DBJTest.uproject" BuildCookRun -nop4 -utf8output -nocompileeditor -skipbuildeditor -cook -project="E:/testProject/DBJTest/DBJTest.uproject" -target=DBJTest -unrealexe="D:\Epic\UE_5.0\Engine\Binaries\Win64\UnrealEditor-Cmd.exe" -platform=Win64 -ddc=InstalledDerivedDataBackendGraph -installed -skipstage"
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结果
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UAsset打包成Pak的命令
unrealpak E:\testProject\Test\dlc.pak(pak的保存路径和名称) -create=E:\testProject\Test\Content\DLC\(需要打包的UAsset的路径/DLC文件夹内的所有UAsset)
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查看Pak内部的内容
unrealpak E:\testProject\Test\dlc.pak -list
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5. 解压Pak内部的内容
unrealpak C:\Users\\testPak\Tile_17.pak -extract C:\Users\\testPak
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