首先,每个模块,包含插件内的模块在内,都要用IMPLEMENT_MODULE(类名, 模块名)的方式,模块名就是带.build.cs的第一个单词。
build.cs里就说了这个模块该怎么用,用c#编写。
打包中要考虑到target.cs,将工程中相应的模块打包进去
uproject就要连插件和模块一起写进去
比如
这里,CoreOne和CoreTwo是工程里的多模块,myplugin和otherM是插件里的多模块。废话不多说,上代码
以工程中的一个模块CoreOne为例
coreOne.h
#pragma once
#include “CoreMinimal.h”
#include “Modules/ModuleManager.h”
class FCoreOneModule : public FDefaultGameModuleImpl
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
coreone.cpp
#include “CoreOne.h”
#include “Modules/ModuleManager.h”
#define LOCTEXT_NAMESPACE “CoreOne”
void FCoreOneModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FCoreOneModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FCoreOneModule, CoreOne);
coreone.build.cs
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
public class CoreOne : ModuleRules
{
public CoreOne(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine" });
PrivateDependencyModuleNames.AddRange(new string[] { });
// Uncomment if you are using Slate UI
// PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
// Uncomment if you are using online features
// PrivateDependencyModuleNames.Add("OnlineSubsystem");
// To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true
}
}
再以插件中的一个模块otherM为例
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
otherM.h
#pragma once
#include “CoreMinimal.h”
#include “Modules/ModuleManager.h”
class FOtherMModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
otherM.cpp
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include “OtherM.h”
#define LOCTEXT_NAMESPACE “OtherM”
void FOtherMModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FOtherMModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FOtherMModule, OtherM)
otherM.build.cs
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
public class OtherM : ModuleRules
{
public OtherM(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... 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 ...
}
);
}
}
同样myplugin模块也是如此
myplugin.h
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include “CoreMinimal.h”
#include “Modules/ModuleManager.h”
class FMyPluginModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
};
myplugin.cpp
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#include “MyPlugin.h”
#define LOCTEXT_NAMESPACE “FMyPluginModule”
void FMyPluginModule::StartupModule()
{
// This code will execute after your module is loaded into memory; the exact timing is specified in the .uplugin file per-module
}
void FMyPluginModule::ShutdownModule()
{
// This function may be called during shutdown to clean up your module. For modules that support dynamic reloading,
// we call this function before unloading the module.
}
#undef LOCTEXT_NAMESPACE
IMPLEMENT_MODULE(FMyPluginModule, MyPlugin)
加上一个蓝图能调用的类,用以测试
DllTask.h
#pragma once
#include “CoreMinimal.h”
#include “GameFramework/pawn.h”
#include “DllTask.generated.h”
/**
*
*/
UCLASS(Blueprintable, BlueprintType)
class MYPLUGIN_API ADllTask : public APawn
{
GENERATED_BODY()
public:
UFUNCTION(BlueprintCallable, Category = “Dll”)
void HelloDLL();
};
DllTask.cpp
#include “DllTask.h”
#include <Engine.h>
void ADllTask::HelloDLL()
{
if (GEngine)
{
GEngine->AddOnScreenDebugMessage(-1, 200.0f, FColor::Blue, TEXT(“Hello Dll”));
}
}
PluginTest.Target.cs
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class PluginTestTarget : TargetRules
{
public PluginTestTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Game;
ExtraModuleNames.AddRange( new string[] { "PluginTest", "CoreOne", "CoreTwo" } );
}
}
PluginTestEditor.Target.cs
// Fill out your copyright notice in the Description page of Project Settings.
using UnrealBuildTool;
using System.Collections.Generic;
public class PluginTestEditorTarget : TargetRules
{
public PluginTestEditorTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Editor;
ExtraModuleNames.AddRange( new string[] { "PluginTest", "CoreOne", "CoreTwo" } );
}
}
PluginTest.uproject
{
“FileVersion”: 3,
“EngineAssociation”: “4.22”,
“Category”: “”,
“Description”: “”,
“Modules”: [
{
“Name”: “PluginTest”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”
},
{
“Name”: “CoreOne”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”
},
{
“Name”: “CoreTwo”,
“Type”: “Runtime”,
“LoadingPhase”: “Default”
}
],
“Plugins”: [
{
“Name”: “MyPlugin”,
“Enabled” : true
}
]
}
现在编辑器里试验下
设置默认地图为newmap
将dlltask拖进场景
打开关卡蓝图测试
运行正常
现在开始打包,先烘培
再打包64位windows
找到打包位置,双击打开
ok