一、 TargetRule , ModuleRule

UE4是以Module(模块)来组织代码,但是目前创建custom module不是一件很方便的事情。具体方法可参考:
http://orfeasel.com/creating-custom-modules/
Plugin与module都能起到组织代码的作用。创建plugin(插件)就方便许多了,Editor里有plugins管理器。

一、 TargetRule , ModuleRule_第1张图片
Plugins


1. ActionRPG.Target.cs & ActionPRGEditot.Target.cs

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class ActionRPGTarget : TargetRules
{
    public ActionRPGTarget(TargetInfo Target)
        : base(Target)
    {
        Type = TargetType.Game;
        ExtraModuleNames.AddRange(new string[] { "ActionRPG" });
    }
}
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;
using System.Collections.Generic;

public class ActionRPGEditorTarget : TargetRules
{
    public ActionRPGEditorTarget(TargetInfo Target)
        : base(Target)
    {
        Type = TargetType.Editor;
        ExtraModuleNames.AddRange(new string[] { "ActionRPG" });
    }
}

每个ue项目都会自动生成该文件,主要是定义了Type和ExtraModule。ActionRPG项目没有对这里做出修改。
更多的信息可以查看文件:
/UE_4.22/Engine/Source/Programs/UnrealBuildTool/Configuration/TargetRule.cs


2. ActionRPG.Build.cs & ActionRPGLoadingScreen.Build.cs

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class ActionRPG : ModuleRules
{
    public ActionRPG(ReadOnlyTargetRules Target)
        : base(Target)
    {
        PrivatePCHHeaderFile = "Public/ActionRPG.h";

        PublicDependencyModuleNames.AddRange(
            new string[] {
                "Core",
                "CoreUObject",
                "Engine"
            }
        );

        PrivateDependencyModuleNames.AddRange(
            new string[] {
                "ActionRPGLoadingScreen",
                "Slate",
                "SlateCore",
                "InputCore",
                "MoviePlayer",
                "GameplayAbilities",
                "GameplayTags",
                "GameplayTasks"
            }
        );

        if (Target.Platform == UnrealTargetPlatform.IOS)
        {
            PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils" });
            DynamicallyLoadedModuleNames.Add("OnlineSubsystemFacebook");
            DynamicallyLoadedModuleNames.Add("OnlineSubsystemIOS");
            DynamicallyLoadedModuleNames.Add("IOSAdvertising");
        }
        else if (Target.Platform == UnrealTargetPlatform.Android)
        {
            PrivateDependencyModuleNames.AddRange(new string[] { "OnlineSubsystem", "OnlineSubsystemUtils" });
            DynamicallyLoadedModuleNames.Add("AndroidAdvertising");
            DynamicallyLoadedModuleNames.Add("OnlineSubsystemGooglePlay");
            // Add UPL to add configrules.txt to our APK
            string PluginPath = Utils.MakePathRelativeTo(ModuleDirectory, Target.RelativeEnginePath);
            AdditionalPropertiesForReceipt.Add("AndroidPlugin", System.IO.Path.Combine(PluginPath, "AddRoundIcon_UPL.xml"));

        }
    }
}
// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

// This module must be loaded "PreLoadingScreen" in the .uproject file, otherwise it will not hook in time!

public class ActionRPGLoadingScreen : ModuleRules
{
    public ActionRPGLoadingScreen(ReadOnlyTargetRules Target)
        : base(Target)
    {
        PrivatePCHHeaderFile = "Public/ActionRPGLoadingScreen.h";

        PCHUsage = PCHUsageMode.UseSharedPCHs;

        PrivateIncludePaths.Add("ActionRPGLoadingScreen/Private");

        PublicDependencyModuleNames.AddRange(
            new string[] {
                "Core",
                "CoreUObject",
                "Engine"
            }
        );

        PrivateDependencyModuleNames.AddRange(
            new string[] {
                "MoviePlayer",
                "Slate",
                "SlateCore",
                "InputCore"
            }
        );
    }
}

ActionRPG中除了默认生成的ActionRPG module之外,还创建了ActionRPGLoadingScreen module。.Build.cs文件就是对模块间的依赖关系、文件路径、PCH的使用、平台差异等进行配置。

PCH

Pre-compile header(PCH)指预编译头文件,该头文件只编译一次,通常包含对工程中大量使用、且不会被修改的头文件的引用。如这里的ActionRPG.h

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.

#pragma once

// ----------------------------------------------------------------------------------------------------------------
// This header is included by all headers in the project so it's a good place to declare common includes
// We include EngineMinimal and the subset of engine headers used by most of our classes
// We don't want to include "Engine.h" as that pulls in too many classes we don't need and slows compile time
// ----------------------------------------------------------------------------------------------------------------

#include "EngineMinimal.h"
#include "Engine/Engine.h"
#include "Net/UnrealNetwork.h"
#include "RPGTypes.h"

//这是添加了自定义的log标签
ACTIONRPG_API DECLARE_LOG_CATEGORY_EXTERN(LogActionRPG, Log, All);

DependencyModuleName

在这里添加该module对其他module的依赖,public和private区别在于,当别人引用我们写的模块时,他的模块会继承我们的public依赖,不会继承private依赖。

关于.Build.cs中更多信息,可以查阅:
/UE_4.22/Engine/Source/Programs/UnrealBuildTool/Configuration/ModuleRules.cs


3. ActionRPG.urpoject

{
    "FileVersion": 3,
    "EngineAssociation": "4.22",
    "Category": "Samples",
    "Description": "",
    "Modules": [
        {
            "Name": "ActionRPG",
            "Type": "Runtime",
            "LoadingPhase": "Default"
        },
        {
            "Name": "ActionRPGLoadingScreen",
            "Type": "ClientOnly",
            "LoadingPhase": "PreLoadingScreen"
        }
    ],
    "Plugins": [
        {
            "Name": "AppleARKit",
            "Enabled": false
        },
        {
            "Name": "ArchVisCharacter",
            "Enabled": false
        },
        {
            "Name": "AudioCapture",
            "Enabled": false
        },
        {
            "Name": "CryptoKeys",
            "Enabled": false
        },
        {
            "Name": "CustomMeshComponent",
            "Enabled": false
        },
        {
            "Name": "DatasmithContent",
            "Enabled": false
        },
        {
            "Name": "HTML5Networking",
            "Enabled": false
        },
        {
            "Name": "FacialAnimation",
            "Enabled": false
        },
        {
            "Name": "GameplayAbilities",
            "Enabled": true
        },
        {
            "Name": "ImmediatePhysics",
            "Enabled": false
        },
        {
            "Name": "LinearTimecode",
            "Enabled": false
        },
        {
            "Name": "OculusVR",
            "Enabled": false
        },
        {
            "Name": "PhysXVehicles",
            "Enabled": false
        },
        {
            "Name": "ResonanceAudio",
            "Enabled": false
        },
        {
            "Name": "SteamVR",
            "Enabled": false
        },
        {
            "Name": "ProceduralMeshComponent",
            "Enabled": false
        },
        {
            "Name": "RuntimePhysXCooking",
            "Enabled": false
        },
        {
            "Name": "UObjectPlugin",
            "Enabled": false
        },
        {
            "Name": "WindowsMoviePlayer",
            "Enabled": false
        },
        {
            "Name": "WmfMedia",
            "Enabled": false
        },
        {
            "Name": "CableComponent",
            "Enabled": false
        },
        {
            "Name": "CharacterAI",
            "Enabled": false
        },
        {
            "Name": "LightPropagationVolume",
            "Enabled": false
        },
        {
            "Name": "MediaCompositing",
            "Enabled": false
        },
        {
            "Name": "LocationServicesBPLibrary",
            "Enabled": false
        },
        {
            "Name": "SlateRemote",
            "Enabled": true
        },
        {
            "Name": "MagicLeapEmulator",
            "Enabled": false,
            "SupportedTargetPlatforms": [
                "Lumin"
            ]
        },
        {
            "Name": "MagicLeapMedia",
            "Enabled": false,
            "SupportedTargetPlatforms": [
                "Lumin"
            ]
        },
        {
            "Name": "MagicLeap",
            "Enabled": false,
            "SupportedTargetPlatforms": [
                "Lumin"
            ]
        }
    ],
    "TargetPlatforms": [
        "Android",
        "IOS",
        "WindowsNoEditor",
        "MacNoEditor"
    ],
    "EpicSampleNameHash": "2961006109"
}

这里有关于ue版本的配置,还可以配置module的type和加载阶段,当你使用Editor中plugins管理器管理插件,实际上也会修改这里。通常来说,这个文件不需要你过多的关注,你知道有即可。


上面提及的文件其实都是与UnrealBuildTool相关的,在VS中发现编译错误跟UBT有关,那么就有可能需要对这些文件做修改。由于对UBT的了解不深,所以暂时就到此为止了。

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