【问题标题】:Unreal Engine 4 Blank Module虚幻引擎 4 空白模块
【发布时间】:2014-09-26 16:18:12
【问题描述】:

我正在尝试进入虚幻引擎 4 模块开发,开始时使用空白模块,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操作,然后将所有内容修改为 TestPlugin(因为我也无法通过教程使其工作)。

由于某种原因,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”。我想弄清楚我是否遗漏了什么,这是我到目前为止的代码:

../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)

【问题讨论】:

  • 当您的问题显示在首页时,人们只会看到前 10 个单词左右。小心使用这些词。
  • 感谢您的提示。有什么建议如何改写这个问题吗?
  • 我已经对其进行了编辑以省略“请原谅新手问题”或其他任何内容。
  • 谢谢,下次我发问题时会尽量记住这一点(我相信在不久的将来会有更多像这样的可怕问题)

标签: c++ unreal-engine4


【解决方案1】:

.uplugin 文件中,查看你的模块名称,然后在 testplugin.cpp 中,查看这一行:

IMPLEMENT_MODULE(TestPluginImpl, TestPlugin)

我确定他们需要匹配。

例如:

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

我的实现看起来像:

IMPLEMENT_MODULE(FNebulaAudioAnalysisPlugin, NebulaAudioAnalysisPlugin) 

我很难找到这一切......

【讨论】:

  • 你是绝对正确的。几乎没有其他错误(我现在不记得哪些错误了),最后我决定使用不太复杂的插件版本,它至少暂时满足了我的需求。但这绝对是正确的答案。
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