本文主要是介绍Unreal Engine插件打包技巧,希望对大家解决编程问题提供一定的参考价值,需要的开发者们随着小编来一起学习吧!
- 打开UE工程,点击编辑,选择插件,点击"打包"按钮,选择输出目录

- UE4.26版本打包提示需要VS2017问题解决
1)用记事本打开文件【UE4对应版本安装目录\Epic Games\UE_4.26\Engine\Build\BatchFiles\RunUAT.bat】
2)搜索【%UATExecutable% %* %UATCompileArg%】并删除本行
3)在本行添加【%UATExecutable% %* -VS2019=true %UATCompileArg%】
4)保存并关闭文件
5)重启UE4并打包插件
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编译比较严格,需要看报错提示补充类的前置申明以及头文件引用
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//head文件#include "CoreMinimal.h"#include "Subsystems/GameInstanceSubsystem.h"#include "Runtime/Online/HTTP/Public/Http.h"#include "Engine/EngineTypes.h"#include "VRVIUOnlineGameSubsystem.generated.h"classFJsonObject;//cpp文件#include "VRVIUOnlineGameSubsystem.h"#include "Kismet/GameplayStatics.h"#include "SocketSubsystem.h"#include "Engine/World.h"#include "TimerManager.h"#include "Serialization/JsonReader.h"#include "Serialization/JsonWriter.h"#include "Serialization/JsonSerializer.h" -
把打包好的插件,拷贝到工程plugins目录下,删除private源码文件夹,修改".Build.cs"文件,添加编译条件bUsePrecompiled
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publicclassMultiPlayerPlugin : ModuleRules{publicMultiPlayerPlugin(ReadOnlyTargetRules Target) : base(Target){bEnableUndefinedIdentifierWarnings =false;PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;bUsePrecompiled =true;PublicIncludePaths.AddRange(newstring[] {"MultiPlayerPlugin/Public"});PrivateIncludePaths.AddRange(newstring[] {});PublicDependencyModuleNames.AddRange(newstring[]{"Core"// ... add other public dependencies that you statically link with here ...});PrivateDependencyModuleNames.AddRange(newstring[]{"CoreUObject","Engine","Slate","SlateCore","UMG","Http","Json","JsonUtilities","Sockets","Networking"// ... add private dependencies that you statically link with here ...});DynamicallyLoadedModuleNames.AddRange(newstring[]{// ... add any modules that your module loads dynamically here ...});}}
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