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How do I call uasset that is loaded from memory in Pak?

How do I call uasset that is loaded from memory in Pak? MountPak Successful and SynchronousLoad Successful ,But I don't know how to call uasset that is loaded from memory in Pak.Please help me. Thank you very much.


              FString SaveContentDir = FPaths::ProjectContentDir()+ TEXT("Paks/newout.pak");
     IPlatformFile& PlatformFile = FPlatformFileManager::Get().GetPlatformFile();
     FPakPlatformFile* PakPlatformFile = new FPakPlatformFile();
     PakPlatformFile->Initialize(&PlatformFile, TEXT(""));
     FPakFile PakFile(&PlatformFile, *SaveContentDir, false);
     FString MountPoint("../../../codetest04/Topak/");
     if (PakPlatformFile->Mount(*SaveContentDir, 0, *MountPoint))
         GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("OnMountPak.Execute Successful.%s" + SaveContentDir));
         UE_LOG(YourLog, Warning, TEXT("Mount Success"));
         TArray<FString> AssetsToLoad;
         TArray<FString> FileList;
         PakFile.FindFilesAtPath(FileList, *PakFile.GetMountPoint(), true, false, true);
         FStreamableManager StreamableManager;
         FString AssetName = FileList[10];
         FString AssetShortName = FPackageName::GetShortName(AssetName);
         FString LeftStr;
         FString RightStr;
         AssetShortName.Split(TEXT("."), &LeftStr, &RightStr);
         AssetName = TEXT("/Game/Topak/") + LeftStr + TEXT(".") + LeftStr;    
         FStringAssetReference reference = AssetName;
         UObject* LoadObject = StreamableManager.SynchronousLoad(reference);
         if (LoadObject != nullptr)
                 UStaticMesh* Obj = Cast<UStaticMesh>(LoadObject);
                 if (Obj!= nullptr)
                     UE_LOG(YourLog, Warning, TEXT("SynchronousLoad success !!!"))
                         GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("SynchronousLoad success !!!" ));
                     UE_LOG(YourLog, Warning, TEXT("SynchronousLoad failed !!!"))
                         GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("SynchronousLoad failed !!!"));
Product Version: UE 4.18
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asked Sep 29 '18 at 03:52 AM in C++ Programming

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