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c++ - 虚幻引擎 4 空白模块

转载 作者:太空狗 更新时间:2023-10-29 21:42:46 26 4
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我正在尝试进入虚幻引擎 4 模块开发,从初学者的空白模块开始,但一开始就遇到了障碍。

我为非游戏模块完成的教程:https://wiki.unrealengine.com/An_Int...to_UE4_Plugins .我尝试完全按照源代码进行,然后将所有内容修改为 TestPlugin(因为我也无法通过教程让它工作)。

出于某种原因,每当我尝试在编辑器中激活模块时,我都会收到“找不到“模块”模块”的消息。我想弄清楚是否遗漏了什么,这是我目前拥有的代码:

../Engine/Plugins/TestPlugin/TestPlugin.uplugin

{
"FileVersion" : 3,

"FriendlyName" : "Test Plugin",
"Version" : 1,
"VersionName": "1.0",
"EngineVersion" : 1579795,
"Description" : "Description goes here",
"Category" : "Test.Module",
"CreatedBy" : "arhon",
"CreatedByURL" : "http://stackoverflowcom",
"CanContainContent" : "true",

"Modules" :
[
{
"Name" : "Module",
"Type" : "Developer",
"LoadingPhase" : "PreDefault"
}
]
}

../Engine/Plugins/TestPlugin/Source/TestPlugin/TestPlugin.cpp

 void FTestPlugin::StartupTestPlugin()
{
if (ITestPlugin::IsAvailable())
{
UE_LOG(TestPlugin, Log, TEXT("%s"), ITestPlugin::Get().IsThisNumber42(42) ? TEXT("True") : TEXT("False"));
UE_LOG(TestPlugin, Log, TEXT("%s"), ITestPlugin::Get().IsThisNumber42(12) ? TEXT("True") : TEXT("False"));
}
}

../Engine/Plugins/TestPlugin/Source/TestPlugin/TestPlugin.Build.cs

using UnrealBuildTool;

public class TestPlugin : ModuleRules
{
public TestPlugin(TargetInfo Target)
{
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });

PrivateDependencyModuleNames.AddRange(new string[] { "TestPlugin" });

DynamicallyLoadedModuleNames.AddRange(new string[] { "StandAlone" });
}
}

../Engine/Plugins/TestPlugin/Source/TestPlugin/Public/ITestPlugin.h

#pragma once

#include "ModuleManager.h"
/**
* The public interface to this module. In most cases, this interface is only public to sibling modules
* within this plugin.
*/
class ITestPlugin : public ITestPluginInterface
{

public:

/**
* Singleton-like access to this module's interface. This is just for convenience!
* Beware of calling this during the shutdown phase, though. Your module might have been unloaded already.
*
* @return Returns singleton instance, loading the module on demand if needed
*/
static inline ITestPlugin& Get()
{
return FModuleManager::LoadModuleChecked< ITestPlugin >("TestPlugin");
}

/**
* Checks to see if this module is loaded and ready. It is only valid to call Get() if IsAvailable() returns true.
*
* @return True if the module is loaded and ready to use
*/
static inline bool IsAvailable()
{
return FModuleManager::Get().IsModuleLoaded("TestPlugin");
}

virtual bool IsThisNumber42(int32 num) = 0;
};

../Engine/Plugins/TestPlugin/Source/TestPlugin/Private/TestPluginPrivatePCH.h

#include "ITestPlugin.h"

// You should place include statements to your module's private header files here. You only need to
// add includes for headers that are used in most of your module's source files though.

../Engine/Plugins/TestPlugin/Source/TestPlugin/Private/TestPlugin.h

#pragma once

class TestPluginImpl : public ITestPlugin
{
public:
/** IModuleInterface implementation */
void StartupTestPlugin();
void ShutdownTestPlugin();

bool IsThisNumber42(int32 num);
};

../Engine/Plugins/TestPlugin/Source/TestPlugin/Private/TestPlugin.cpp

#include "TestPluginPrivatePCH.h"

#include "TestPlugin.h"

void TestPluginImpl::StartupTestPlugin()
{
}

void TestPluginImpl::ShutdownTestPlugin()
{
}

bool TestPluginImpl::IsThisNumber42(int32 num)
{
return num == 42;
}

IMPLEMENT_MODULE(TestPluginImpl, TestPlugin)

最佳答案

.uplugin 文件中,查看您的模块名称,然后在 testplugin.cpp 中,查看以下行:

IMPLEMENT_MODULE(TestPluginImpl, TestPlugin)

我确定他们需要匹配。

例如:

"Modules" :
[
{
"Name" : "NebulaAudioAnalysisPlugin",
"Type" : "Runtime"
}
]

我的实现是这样的:

IMPLEMENT_MODULE(FNebulaAudioAnalysisPlugin, NebulaAudioAnalysisPlugin) 

我费了好大劲才发现这一切......

关于c++ - 虚幻引擎 4 空白模块,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25114487/

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