打包流程 首先,打开引擎的androidworks工具目录,\UE_4.21\Engine\Extras\AndroidW...UE4 虚幻4打包安卓出现NDK_DEBUG=1 虚幻4打包安卓出现NDK_DEBUG=1,百度谷歌半天,我安装NVPACK,重启,环境变量也都配了,android选项也都填了,就是不好使。。。一直出现NDK_DEBUG=1 AndroidSDK配置
string AndroidDirectory = Path.Combine(Plugin.Directory, "Binaries/Android"); string DeployFile = Path.Combine(AndroidDirectory, "deploy.txt"); if (File.Exists(DeployFile)) { Console.WriteLine("Using Plugin Deployment file '{0}'", DeployFile); string DestLibraryDirectory = Path.Combine(UE4Build...
Mysql error: Backtrace ./libraries/display_export.lib.php#380: PMA_pluginGetOptions( string 'Export', array, ) ./libraries/display_export.lib.php#883: PMA_getHtmlForExportOptionsFormat(array) ./librar...iPhone simulator continues to fail loading a webpage with the error sigabrt I'm buildin...
AI代码解释 voidAFPSGameModeLogic::PreLogin(constFString&Options,constFString&Address,constFUniqueNetIdRepl&UniqueId,FString&ErrorMessage){Super::PreLogin(Options,Address,UniqueId,ErrorMessage);if(!ErrorMessage.IsEmpty()){return;}if(!UniqueId.IsValid()){ErrorMessage="You are logging in with empty ...
DELEGATE_OneParam(FConsoleCommandWithWorldDelegate,UWorld*);/** Console command delegate type (with a world and arguments.) This is a void callback function that always takes a list of arguments and a world.*/DECLARE_DELEGATE_TwoParams(FConsoleCommandWithWorldAndArgsDelegate,constTArray<FString>...
<setString result="Output" value="$S(PluginDir)/Android/GameActivity.java.template" / </gameActivityReplacement> 1. 2. 3. 4. 可以通过给的GameActivity使用UPL里添加一些函数,比如,你想获取机器型号,让他返回一个java的string对象,比如你想打开相册,它就会打开一个系统内置的activity然后等待这边选择一张...
<?xml version="1.0" encoding="utf-8"?> <root> <iosPListUpdates> <copyFile src="$S(PluginDir)/IOS/Silence.wav" dst="$S(BuildDir)/Silence.wav" force="true"/> <addElements tag="dict" once="true"> <key>UIBackgroundModes</key> <array> <string>audio</string> </array> </addElement...
Array<int32> RefreshRates; RefreshRates.Empty(NumRates); FString DebugString = TEXT("Supported Refresh Rates:"); for (uint64 RateNs : RefreshRatesNs) { if (RateNs > 0) { int32 RefreshRate = FMath::DivideAndRoundNearest(1000000000ull, RateNs); RefreshRates.Add(RefreshRate); DebugString ...
ue4 android sdk # 使用UE4 Android SDK进行移动开发在UE4中,我们可以使用Android SDK进行移动开发,从而将我们的游戏或应用发布到Android平台。Android SDK提供了丰富的API和工具,帮助我们开发高质量的移动应用程序。## 配置Android SDK首先,我们需要配置Android SDK,以便在UE4中进行Android开发。在UE4中打开项目设置,找到...
<gameActivityClassAdditions><insert>public String AndroidThunkJava_GetPackageName() { Context context = getApplicationContext(); return context.getPackageName(); }</insert></gameActivityClassAdditions> 需要import包也有对应的节点 <gameActivityImportAdditions><insert>import xxx;</insert></gameActivityImport...