在Build.cs中添加依赖: PublicDependencyModuleNames.AddRange(new string[] { "Core", "AnimGraph","BlueprintGraph","KismetCompiler","UnrealEd" }); 下面,我们就从最简单的动画序列播放器开始,进入本文的正题。 2.1自定义动画蓝图播放器:SimpleAnimSequencePlayer 首先我们创建Runtime部分,创建一个struct并继承...
在CustomMessage.Build.cs 中添加“UnrealEd”依赖项。 // CustomMessage.Build.cs using UnrealBuildTool; public class CustomMessage : ModuleRules { public CustomMessage(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new...
3.分别将.h放入include中,将.lib放入lib中,然后更新项目打开C++文件,可以在目录中看到ThirdParty文件内容 4.在..\Source\myDllTest文件下有myDllTest.Build.cs打开文件写入代码 //Copyright Epic Games, Inc. All Rights Reserved.usingUnrealBuildTool;using System.IO;publicclassmyDllTest : ModuleRules {private...
1> To compile this module without implicit precompiled headers, add "PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;" to WebBrowserEx.build.cs.1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Enterprise\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3075...
在编译时,工程的 BuildConfiguration 也会传递给插件,用于决定插件中的哪些 Module 参与编译。 在插件的 build.cs 中可以对当前 Target 的信息进行检测,用于处理编译不同 Target 时行为不同的情况: 1 2 3 4 5 6 7 publicLearnPlugin(ReadOnlyTargetRules Target) :base(Target) ...
该类定义于头文件 FPlatformFileManager 中所属模块为,一般引擎会默认包含本模块,如果没有需要手动在当前模块的.build.cs中包含 通过FPlatformFileManager::Get()->GetPlatformFile();调用,能够获得一个 IPlatformFile 类型的引用 之所以这么麻烦,是为了提供文件的跨平台性,如果纯粹提供静态函数或者全局函数,会增加代...
//xxx.Build.csstringThirdPartyPath=>Path.GetFullPath(Path.Combine(ModuleDirectory,"../ThirdParty/"));publicXXXXX(ReadOnlyTargetRulesTarget):base(Target){...stringincludePath=Path.Combine(ThirdPartyPath,"include");PublicIncludePaths.Add(includePath);stringlibPath=Path.Combine(Path.Combine(ThirdPartyPath...
2、从别的地方复制Build.cs改个名字叫XXXEditor.Build.cs 3、看代码 // Copyright 2021 - Michal Smoleň using UnrealBuildTool; public class AnimCsvEditor : ModuleRules { public AnimCsvEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs; ...
Add .Build.cs to the plugins: bEnableUndefinedIdentifierWarnings = false; PublicIncludePaths.AddRange( new string[] { // ... add public include paths required here ... Path.Combine(ModuleDirectory, "Public"), } ); PrivateIncludePaths.AddRange( new string[] { // ... add other private ...
DefaultBuildSettings = BuildSettingsVersion.V4; IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_3; ExtraModuleNames.Add("DigitalTwin"); } } 23 changes: 23 additions & 0 deletions 23 Source/DigitalTwin/DigitalTwin.Build.cs Original file line numberDiff line numberDiff line change @@ -0...