UE4实现简单的插件开发VS2015
1. 从Editor中生成一个空的C++插件模板
2. 关掉vs,右键生成一下工程文件,把Plugins扫进去
打开解决方案开始编写插件,插件加进来了
3. 编写插件
首先把插件的配置文TestPlugin.uplugin件改一下(被这个坑了两天)
这个LoadingPhase的值默认为Default,必须修改为PreDefault,不然重启Editor会报关联不上插件源码的错误,切记!
修改编译模块配置TestPlugin.Build.cs文件,c#文件
详细代码,有注释 !
using UnrealBuildTool;
using System.IO; //路径获取需要用到IO
public class TestPlugin : ModuleRules
{
private string ModulePath //当前TestPlugin.Build.cs文件所在的路径
{
get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
}
private string ThirdPartyPath //这个插件引用的第三方库的目录
{
get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
private string MyTestLibPath //第三方库MyTestLib的目录
{
get { return Path.GetFullPath(Path.Combine(ThirdPartyPath, "MyTestLib")); }
}
public TestPlugin(TargetInfo Target)
{
PublicIncludePaths.AddRange( //公有文件搜索路径
new string[] {
"TestPlugin/Public"
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
"TestPlugin/Private" //私有文件搜索路径
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
LoadThirdPartyLib(Target); //加载第三方库
}
public bool LoadThirdPartyLib(TargetInfo Target)
{
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32))//平台判断
{
isLibrarySupported = true;
System.Console.WriteLine("----- isLibrarySupported true");
string PlatformSubPath = (Target.Platform == UnrealTargetPlatform.Win64) ? "Win64" : "Win32";
string LibrariesPath = Path.Combine(MyTestLibPath, "Lib");
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, PlatformSubPath, "TestLib.lib"));//加载第三方静态库.lib
}
if (isLibrarySupported) //成功加载库的情况下,包含第三方库的头文件
{
// Include path
System.Console.WriteLine("----- PublicIncludePaths.Add true");
PublicIncludePaths.Add(Path.Combine(MyTestLibPath, "Include"));
}
return isLibrarySupported;
}
}
我们写个自定义的char – TestChar,继承自Character
先看下文件结构,需要蓝图可见的必须丢到Public下
先修改预编译头文件TestPluginPrivatePCH.h,必须包含CoreUObject,不然编译不过,切记!
#include "TestPlugin.h"
// UObject core
#include "CoreUObject.h" //默认是不含这个的
// Actor based classes
#include "GameFramework/Character.h" //包插件中所有用的的引擎类都丢到这里来
头文件,正常编写自定义的类一样
#pragma once
#include "GameFramework/Character.h"
#include "TestChar.generated.h"
UCLASS()
class ATestChar : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character\'s properties
ATestChar();
UPROPERTY(EditAnywhere, Category = "Test Char")
int32 mAge;
UPROPERTY(EditAnywhere, Category = "Test Char")
FString mName;
};
cpp文件,包含的是预编译文件和类的头文件
#include "TestPluginPrivatePCH.h"
#include "TestChar.h"
#include "TestLib.h" //引入的第三方库的头文件
ATestChar::ATestChar() : Super()
{
mAge = myPrint("hello world", 123); //第三方库中的方法
mName = "yangx";
}
第三方库打成了一个静态库TestLib.lib
TestLib.h
#ifndef __TEST_LIB_H__
#define __TEST_LIB_H__
#include
#include
int myPrint(std::string _name, int _age);
#endif
TestLib.cpp
#include "TestLib.h"
int myPrint(std::string _name, int _age)
{
return _age + 1000;
}
4. 编译运行,在Editor中create一个Blueprint继承自这个TestChar类
5. 拖到场景运行游戏
6.WONGLOVE数据手套的UE4插件类似于上述方法, 如果您是WONGLOVE用户,可以联系我们索取该插件程序。
- 上一篇:Unity3D系统创建人物骨骼动画模型 2017/8/9
- 下一篇:Hololens开发环境搭建 2017/7/31