【UE4 C++】 UnrealPak 与 Pak 的制作、挂载、加载
简介[*]通过 UnrealPak,可以将资源打包成 Pak 文件
[*]Pak文件是UE4游戏生成的数据包文件。
[*] Pak 之前一般先有 Cooked 步骤,将资源烘焙为对应平台支持的资源
[*]一般打包后的项目使用 Cooked 过的 pak
[*]PIE 使用未 Cooked 过的 pak
[*] Pak 一般放在游戏路径下的Content\Paks
[*] 一个Pak 可以包含多个资源,可以是项目资源,也可以是非项目资源,如文本、视频等
[*] 可用于热更新或DLC
[*] 引擎自动加载 pak 的目录
[*]/Content/Paks
[*]/Saved/Paks
[*]Engine/Content/Paks
<hr/> UnrealPak
[*]命令行为一段,为方便阅读,故分行显示
支持参数(4.26)
UnrealPak <PakFilename> -Test 测试Pak文件能否打开(是否加密)
UnrealPak <PakFilename> -VerifyUnrealPak <PakFilename> -Info
UnrealPak <PakFilename> -List [-ExcludeDeleted] 查看
UnrealPak <PakFilename> <GameUProjectName> <GameFolderName> -ExportDependencies=<OutputFileBase> -NoAssetRegistryCache -ForceDependsGathering
UnrealPak <PakFilename> -Extract <ExtractDir> [-Filter=<filename>] 解包
UnrealPak <PakFilename> -Create=<ResponseFile> 打包
UnrealPak <PakFilename> -Dest=<MountPoint> 更改MountPoint
UnrealPak <PakFilename> -Repack [-Output=Path] [-ExcludeDeleted]
UnrealPak <PakFilename1> <PakFilename2> -diff 对比两个 pak
UnrealPak <PakFolder> -AuditFiles [-OnlyDeleted] [-CSV=<filename>] [-order=<OrderingFile>] [-SortByOrdering]
UnrealPak <PakFilename> -WhatsAtOffset [...]
UnrealPak <PakFolder> -GeneratePIXMappingFile -OutputPath=<Path>
Options:
-blocksize=<BlockSize> 块大小
-bitwindow=<BitWindow>
-compress 压缩
-order=<OrderingFile> Cooker烘焙时的顺序文件
-diff (requires 2 filenames first) 比较 pak
-enginedir (specify engine dir for when using ini encryption configs) 引擎目录
-projectdir (specify project dir for when using ini encryption configs) 项目目录
-encrypt 加密
-encryptindex (encrypt the pak file index, making it unusable in unrealpak without supplying the key) 加密索引,不提供key无法解密。可以在Project Setting -> Packaging - > Encrypt the pak index....配置
-encryptionini (specify ini base name to gather encryption settings from) 单独加密ini文件,可以在Project Setting -> Packaging - > Encrypt ini files inside pak files配置
-encryptionkeyoverrideguid (override the encryption key guid used for encrypting data in this pak file)
-sign (generate a signature (.sig) file alongside the pak) RSA签名:0x<私钥指数>+0x<私钥系数>+0x<公钥指数>或者指定<KeyFileName>
-aes 32位密钥
-extracttomountpoint (Extract to mount point path of pak file)
-compressionformat=<Format[,format2,...]> (set the format(s) to compress with, falling back on failures)
-fallbackOrderForNonUassetFiles (if order is not specified for ubulk/uexp files, figure out implicit order based on the uasset order. Generally applies only to the cooker order) -moveBulkAndUptnlOrderLast (move all ubulk and uptnl files after all other resources in the first Order list. Ubulk and uptnl files will be at the end, and will preserve their order)
补充:
-abslog 指定打包日志文件路径
-UTF8Output UTF8输出
-tempfiles= 烘焙文件临时存储
-multiprocess 多线程
-patchpaddingalign= 数据块对齐
-generatepatch= 打Patch包时会添加的参数,后面指定要比较的Release文件
-cryptokeys=<Crypto.json> 指定 Crypto.json设置环境变量
[*] 为方便使用命令行,设置环境变量
[*] UnrealPak.exe 是独立应用,也可以单独拷贝出来使用
[*] 也可以使用 bat 文件。
Cook 文件打包 Pak
[*]注意 * 表示该文件夹下的所有目录
[*]默认调用方法
UnrealPak &#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\Maps.pak&#34; &#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\*&#34; -compress
[*] 文本调用方法
[*] 设置ResponseFile
[*]第一个路径为 Cook 后的资源路径
[*]第二个路径为 挂载路径
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\NewMap.uexp&#34;
&#34;../../../DesignPatterns/Content/Maps/NewMap.uexp&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\NewMap.umap&#34;
&#34;../../../DesignPatterns/Content/Maps/NewMap.umap&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\NewMap_BuiltData.uasset&#34;
&#34;../../../DesignPatterns/Content/Maps/NewMap_BuiltData.uasset&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\NewMap_BuiltData.ubulk&#34;
&#34;../../../DesignPatterns/Content/Maps/NewMap_BuiltData.ubulk&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\NewMap_BuiltData.uexp&#34;
&#34;../../../DesignPatterns/Content/Maps/NewMap_BuiltData.uexp&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\LightMap\LightMap.uexp&#34;
&#34;../../../DesignPatterns/Content/Maps/LightMap/LightMap.uexp&#34; -compress
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Content\Maps\LightMap\LightMap.umap&#34;
&#34;../../../DesignPatterns/Content/Maps/LightMap/LightMap.umap&#34; -compress
[*] 执行脚本
UnrealPak &#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\Maps.pak&#34; -create=&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\MyPakLisk.txt&#34;
[*] bat 文件
@ECHO OFF ECHO ------------------------------------------------------------------
ECHO UnrealPak Strart Create Pak
ECHO ------------------------------------------------------------------
set PakFilename=&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\Maps.pak&#34;
set ResponseFile=&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\MyPakLisk.txt&#34; set UnrealPak=&#34;C:\SoftwareInstallation\EpicGames\UE_4.26\Engine\Binaries\Win64\UnrealPak.exe&#34;
CALL %UnrealPak% %PakFilename%-create=%ResponseFile%
ECHO ------------------------------------------------------------------
ECHO Finished
ECHO ------------------------------------------------------------------ PAUSE
[*] 加密pak
unrealpak PAK_NAME.pak -create=ResponseFile -compress -encrypt -encryptindex -aes=32bit_AESKey// 在\Config\DefaultEncryption.ini文件中查找AES的密钥,4.26 提示用 -cryptokeys -encryptindex
-encryptionini -enginedir=&#34;<EngineDir>&#34; -projectdir=&#34;<GameDir>&#34; -platform=Windows
// 新版使用,可将项目设置中的 Encryption Key 填入到json中
//json 格式为 { &#34;EncryptionKey&#34;: {&#34;Key&#34;: &#34;tmAjE6/depliVQgG3XgI60bwrQE2iGgg5n8VRPXrGm0=&#34;} } -encrypt -encryptindex -compress -cryptokeys=<Crypto.json>
[*] 项目打包截取的部分日志
[*]可以在项目设置中设置签名与加密
Output from:
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\DesignPatterns.uproject&#34;
&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\StagedBuilds\WindowsNoEditor\DesignPatterns\Content\Paks\DesignPatterns-WindowsNoEditor.pak&#34;
-create=&#34;C:\Users\Alice\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+SoftwareInstallation+EpicGames+UE_4.26\PakList_DesignPatterns-WindowsNoEditor.txt&#34;-cryptokeys=&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Saved\Cooked\WindowsNoEditor\DesignPatterns\Metadata\Crypto.json&#34;
-order=&#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\Build\WindowsNoEditor\FileOpenOrder\CookerOpenOrder.log&#34;-encryptindex-patchpaddingalign=2048-platform=Windows-multiprocess
-abslog=&#34;C:\Users\Alice\AppData\Roaming\Unreal Engine\AutomationTool\Logs\C+SoftwareInstallation+EpicGames+UE_4.26\UnrealPak-DesignPatterns-WindowsNoEditor-2021.05.22-17.58.51.txt&#34;
解包 Pak
[*] 解普通 pak
UnrealPak &#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\MyPaks\Maps.pak&#34; -Extract &#34;C:\Users\Alice\Documents\Unreal Projects\DesignPatterns\ExtractPak&#34;
[*] 解加密 pak
[*]unrealpak <PakFilename> -Extract <ExtractDir> -aes=32bit_AESKey
[*]unrealpak <PakFilename> -Extract <ExtractDir> -cryptokeys=&#34;\Saved\Cooked\WindowsNoEditor\\Metadata\Crypto.json&#34;
[*]unrealpak <PakFilename> -Extract -encryptindex -encryptionini -enginedir=&#34;<EngineDir>&#34; -projectdir=&#34;<GameDir>&#34; -platform=Windows
查看Pak
[*] -Test
[*] -Verify
[*] -Info
[*] -List [-ExcludeDeleted]
[*] 必要时需要加上密钥签名
<hr/>Pak 文件的挂载与加载
挂载与加载的区别
[*]挂载(Mount)
[*]告诉系统可以从哪些路径访问Pak文件包含的文件,起到提供路径的作用
[*]挂载pak文件之后,可以通过常规的方式来访问其中的文件
[*]FPlatformFileManager
[*]PakPlatformFile
[*]可以挂载多个Pak文件,其内部有一个记录FPakFile的List
[*]加载(Load)
[*]一般指把文件的内容加载到内存中了
简单使用-测试资源准备
[*] 简单实现用UI切换材质的gong
[*] ToPak 为要打包的资源,不建议和挂载点路径 不一致,容易导致依赖丢失
ToPak
[*]├─ BP_PakTest1.uasset
[*]├─ UMG_Test.uasset
[*]├─ Material
[*]│ ├─ M_Pak.uasset
[*]│ ├─ M_Pak_Inst.uasset
[*]│ └─ M_Pak_Inst1.uasset
[*]└─ Texture
[*] ├─ BlueHPTex.uasset
[*]├─ GreyHPTex.uasset
[*]└─ RedHPTex.uasset
[*] BP_PakTest1
[*] UMG_Test
[*] UnrealPak打包
指定挂载
[*]Build.cs 添加 PakFile 模块
[*] 主要代码
TSharedPtr<FPakPlatformFile> PakPlatformFile;
IPlatformFile* InnerPlatformFile;
UFUNCTION(BlueprintCallable)
bool LoadPak(const FString& PakPath);
void ALoadPakActor::BeginPlay()
{
Super::BeginPlay();
//获取当前使用的平台
InnerPlatformFile = &FPlatformFileManager::Get().GetPlatformFile();
UE_LOG(LogTemp, Warning, TEXT(&#34;InnerPlatformFile: %s&#34;), InnerPlatformFile->GetName());
//初始化PakPlatformFile
PakPlatformFile = MakeShareable(new FPakPlatformFile());
PakPlatformFile.Get()->Initialize(InnerPlatformFile, TEXT(&#34;&#34;));
}
bool ALoadPakActor::LoadPak(const FString& PakPath)
{
bool Result = false;
// 切换到 pak平台
FPlatformFileManager::Get().SetPlatformFile(*PakPlatformFile.Get());
// 获取pak文件
TSharedPtr<FPakFile> PakFile = MakeShareable(new FPakFile(InnerPlatformFile, *PakPath, false));
FString MountPoint = PakFile->GetMountPoint();
UE_LOG(LogTemp, Warning, TEXT(&#34;Default Mount Point: %s&#34;), *MountPoint);
#if WITH_EDITOR
// PIE模式下,MountPoint 使用绝对路径
// 打包模式下,MountPoint 使用相对路径
MountPoint = FPaths::ConvertRelativePathToFull(MountPoint);
UE_LOG(LogTemp, Warning, TEXT(&#34;Default Mount Point Full Path: %s&#34;), *MountPoint);
// 设置pak文件的Mount点,因为在制作pak的时候已在文本中设定 mount point,故省略此步骤
MountPoint = FPaths::ProjectContentDir() + TEXT(&#34;DLC/&#34;);
// 可在此处检测 默认MountPoint的绝对路径释放和本条语句执行结果是否一致
MountPoint = FPaths::ConvertRelativePathToFull(MountPoint);
PakFile->SetMountPoint(*MountPoint);
UE_LOG(LogTemp, Warning, TEXT(&#34;New Mount Point Full Path: %s&#34;), *MountPoint);
#endif
// 对pak文件进行挂载
if (PakPlatformFile->Mount(*PakPath, 1, *MountPoint))
{
// 加载 pak 里的资源
UClass* BP_PakTestClass = LoadClass<AActor>(nullptr, TEXT(&#34;Blueprint&#39;/Game/DLC/BP_PakTest1.BP_PakTest1_C&#39;&#34;));
if (BP_PakTestClass)
{
GetWorld()->SpawnActor<AActor>(BP_PakTestClass, FVector::ZeroVector, FRotator::ZeroRotator);
Result = true;
}
else
UE_LOG(LogTemp, Error, TEXT(&#34;Load BP_PakTest1 Class Failed&#34;));
// 遍历 pak 里的资源
TArray<FString> AssetList;
PakFile->FindPrunedFilesAtPath(AssetList, *PakFile->GetMountPoint(), true, false, true);
for (FString itemPath : AssetList)
{
UE_LOG(LogTemp, Warning, TEXT(&#34;%-30s\t%s&#34;), *FPackageName::GetShortName(itemPath), *itemPath);
// 此处可异步加载资源
}
}
else
UE_LOG(LogTemp, Error, TEXT(&#34;Mount Pak Failed&#34;));
// 设置回原来的PlatformFile, UE4.26
// 不加该条语句,本测试崩溃,报错:Pure Virtual function being called while application was running
FPlatformFileManager::Get().SetPlatformFile(*InnerPlatformFile);
return Result;
}
注意
[*]如果可以挂起,但无法加载,可以测试相对路径与绝对路径的问题
[*]PIE模式下,MountPoint 使用绝对路径
[*]打包模式下,MountPoint 使用相对路径
[*]pak 文件右键属性赋值的路径,有时会导致挂载失败(无缘无故的bug调了一下午,烦躁)
[*]PakPlatformFile->Unmount() 可卸载
[*]PakPlatformFile->GetMountedPakFilenames() 获取已加载的pak,可用于检测,避免重复加载
使用 FCoreDelegates 挂载
[*] 默认使用 Pak里的Mount Point
[*] 测试时,PIE模式下挂载成功,但是loadClass 失败,应该是路径的问题.打包后没问题
[*] 修改 部分代码
bool ALoadPakActor::LoadPak(const FString& PakPath)
{
bool Result = false;
if (FCoreDelegates::OnMountPak.IsBound())
{
if (FCoreDelegates::OnMountPak.Execute(PakPath, 0, nullptr))
{
UClass* BP_PakTestClass = LoadClass<AActor>(nullptr, TEXT(&#34;Blueprint&#39;/Game/DLC/BP_PakTest1.BP_PakTest1_C&#39;&#34;));
if (BP_PakTestClass)
{
GetWorld()->SpawnActor<AActor>(BP_PakTestClass, FVector::ZeroVector, FRotator::ZeroRotator);
Result = true;
}
else
UE_LOG(LogTemp, Error, TEXT(&#34;Load BP_PakTest1 Class Failed&#34;));
}
else
UE_LOG(LogTemp, Error, TEXT(&#34;OnMountPak.Execute() Failed&#34;));
}
else
UE_LOG(LogTemp, Error, TEXT(&#34;OnMountPak.IsBound() Failed&#34;));
return Result;
}修复
修复引用
[*]最开始资源是存放在 ToPak 目录下,但是挂载在 DLC 目录下 ,因而容易造成引用混乱
[*]确保 pak 里的其他资源加载,本问省略了该步骤
[*]因为使用一个工程进行测试,现在将资源 转移到 DLC 下打包pak,使用时,将源资源移动到或者删除。
[*]这样 BP_PakTest1 和 UMG_Test 可以保持引用
材质丢失
[*] 由于Pak 并没有包含 Shader,从而导致依赖丢失
[*] 解决方法1:ProjectSetting → Packaging → Share Material Shader Code 关闭共享,但这样会使 Shader 变多
[*] 解决方法2:将母材质至于项目内,使用 Material Instanse 打包进 pak, PIE 下也可以生效
FShaderLibraryInstance、FRHIShaderLibrary、openlibrary、shaderbytecode
挂载加密pak
[*] 默认 打包 cook 会生成 Crypto.json,路径为
\Saved\Cooked\WindowsNoEditor\\Metadata\Crypto.json
[*] 自定义最简 Crypto.json
{ &#34;EncryptionKey&#34;: {&#34;Key&#34;: &#34;tmAjE6/depliVQgG3XgI60bwrQE2iGgg5n8VRPXrGm0=&#34;}}
[*] 打包 pak
UnrealPak &#34;C:\Users\Alice\Documents\Unreal Projects\tips\MyPak\PakTest.pak&#34;
-create=&#34;C:\Users\Alice\Documents\Unreal Projects\tips\MyPak\PakList.txt&#34;-encryptindex-compress
-cryptokeys=&#34;C:\Users\Alice\Documents\Unreal Projects\tips\Config\Crypto.json&#34;
[*] 修改代码
// 在挂载前使用,本文调用位置为 ALoadPakActor::LoadPak() 首出
// 绑定PAK解密函数
FCoreDelegates::GetPakEncryptionKeyDelegate().BindUObject(this, &ALoadPakActor::InitEncrypt);
//解密函数,Base64转换
void ALoadPakActor::InitEncrypt(uint8* Key) {
FString KeyStr = TEXT(&#34;tmAjE6/depliVQgG3XgI60bwrQE2iGgg5n8VRPXrGm0=&#34;);
TArray<uint8> KeyBase64Ary;
FBase64::Decode(KeyStr, KeyBase64Ary);
char* KeyU8 = TCHAR_TO_UTF8(*KeyStr);
FMemory::Memcpy(Key, KeyBase64Ary.GetData(), FAES::FAESKey::KeySize);
}<hr/>扩展工具
[*]UnrealPakViewer可视化Pak分析工具
[*]HotPatcher
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