目录
0 引言
1 快速入门
1.1 新建插件的前提
1.2 创建插件步骤
此时插件的功能就制作完成,只需要打包插件即可。
1.3 打包插件
2 无源代码的插件制作
3 插件详细介绍
3.1 插件的使用方法
3.1 ue 预置插件模版
3.1.1 空白
3.1.2 纯内容
3.1.3 编辑器独立窗口
3.1.4 编辑器工具栏按钮
3.1.5 编辑器模式
3.1.6 第三方库
3.1.7 蓝图库
3.2 插件中文件的含义
- ***.uplugin文件详解
{
"fileversion": 3,
"version": 1,
"versionname": "1.0",
"friendlyname": "hhw_plugintest",
"description": "testplugin",
"category": "other", // 类目名即在插件浏览器中所属的类目
"createdby": "hhw",
"createdbyurl": "",
"docsurl": "",
"marketplaceurl": "",
"supporturl": "",
"cancontaincontent": true,
"isbetaversion": false,
"isexperimentalversion": false,
"installed": false, // 默认启用或禁用状态,在插件浏览器中可以控制加载卸载插件模块
"modules": [ // 描述模块名、运行类型、加载时机、支持平台等信息
{
"name": "hhw_plugintest",
"type": "runtime", // 有多种:runtime,runtimenocommandlet,developer,editor,editornocommandlet,program
"loadingphase": "default",
"whitelistplatforms": [ // 支持的平台
"win32",
"win64"
]
}
]
}
- ***.build.cs文件
// copyright epic games, inc. all rights reserved.
using unrealbuildtool;
public class hhw_plugintest : modulerules
{
public hhw_plugintest(readonlytargetrules target) : base(target)
{
pchusage = modulerules.pchusagemode.useexplicitorsharedpchs;
// 将buseprecompiled设置为true后,就不会让插件编译
//buseprecompiled = true;
//precompilefortargets = precompiletargetstype.none;
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 ...
}
);
}
}
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