首页 > 其他 > 详细

使用 UnrealPak.exe 创建 Pak文件方法

时间:2016-01-04 23:56:16      阅读:2605      评论:0      收藏:0      [点我收藏+]

DLC这个问题折腾老子半个多月,现在总算有点进展,靠靠靠~到现在还是没搞定。

 

https://forums.unrealengine.com/showthread.php?7323-UE4-equivalent-of-AssetBundles-(Unity)

 

You could also use pak files. Pak is a single package containing multiple asset files (only content, no DLLs etc).

There‘s a UnrealPak.exe under Engine/Binaries/Win64. Here‘s example how it can be used 

UnrealPak.exe D:\MyAssetPak.pak PathToYourProject/Content/FolderToAddToPak1 PathToYourProject/Content/FolderToAddToPak2 ...

or

UnrealPak.exe D:\MyAssetPak.pak -create=PathToResponseFile.txt

where the ResponseFile could be:

Code:
..\..\..\Engine\Content\Editor\Slate\*.*
..\..\..\Engine\Content\Localization\*.*
..\..\..\Engine\Shaders\*.*
..\..\..\Engine\config\*.*
PathToYourProject\*.uproject
PathToYourProject\Config\*.*
PathToYourProject\Content\Localization\*.*
PathToYourProject\Saved\Sandboxes\Cooked-WindowsNoEditor\Engine\*.* ..\..\..\Engine\*.*
PathToYourProject\Saved\Sandboxes\Cooked-WindowsNoEditor\ProjectName\*.* ..\..\..\ProjectName\*.*

Note that the last two lines re-base the content from Cooked folder to Content folder.

There‘s more info in UnrealPak.cpp, line ~582:

Code:
 * Params:
 *   -Test test if the pak file is healthy
 *   -Extract extracts pak file contents (followed by a path, i.e.: -extract D:\ExtractedPak)
 *   -Create=filename response file to create a pak file with
 *    where the first number is the private key exponend, the second one is modulus and the third one is the public key exponent.
 *   -TableMax=number maximum prime number in the generated table (default is 10000)

 

技术分享

使用 UnrealPak.exe 创建 Pak文件方法

原文:http://www.cnblogs.com/linqing/p/5100518.html

(0)
(0)
   
举报
评论 一句话评论(0
关于我们 - 联系我们 - 留言反馈 - 联系我们:wmxa8@hotmail.com
© 2014 bubuko.com 版权所有
打开技术之扣,分享程序人生!