标签:cap utc sim splay sla shared putc read 定义
部分内容参考:https://www.cnblogs.com/corgi/p/5405453.html
本文章地址:https://www.cnblogs.com/LynnVon/p/13334523.html
当我按照文章做完之后,editor模式下完全没问题,Standalone模式下也没问题,就是shipping、Development打包时,报以下错误:Non-editor build cannot depend on non-redistributable modules。
这是由于AnimGraphNode_SkeletalControlBase.h或者说AnimGraphNode所在的AnimGraph Module是Editor Module,Editor Module是不能shipping打包的,只有Runtime Module才可以shipping打包。
解决思路是将所有自定义AnimGraphNode全部放到Editor Module,而我们的项目默认只有Runtime Module,所以得新建一个Editor Module。
1.修改.uproject文件,添加Editor Module
"Modules": [ { "Name": "FlightSim", "Type": "Runtime", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "UMG", "CoreUObject" ] }, { "Name": "FlightSimEditor", "Type": "Editor", "LoadingPhase": "Default", "AdditionalDependencies": [ "Engine", "CoreUObject" ] } ]
2.在source文件夹新建FlightSimEditor文件夹
3.在FlightSimEditor文件夹新建FlightSimEditor.Build.cs、FlightSimEditor.h、FlightSimEditor.cpp文件
FlightSimEditor.Build.cs
using UnrealBuildTool; public class FlightSimEditor : ModuleRules { public FlightSimEditor(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine","AnimGraph","BlueprintGraph","FlightSim"}); //添加AnimGraph BlueprintGraph模块,还有本项目的runtime module FlightSim } }
FlightSimEditor.h
#pragma once #include "Engine.h" #include "ModuleManager.h" #include "UnrealEd.h" class FFlightSimEditorModule:public IModuleInterface { };
FlightSimEditor.cpp
#include "FlightSimEditor.h" IMPLEMENT_GAME_MODULE(FFlightSimEditorModule,FlightSimEditor)
4.在原FlightSim文件夹中新建FlightSimEditor.Target.cs文件
FlightSimEditor.Target.cs
using UnrealBuildTool; using System.Collections.Generic; public class FlightSimEditorTarget : TargetRules { public FlightSimEditorTarget(TargetInfo Target) : base(Target) { Type = TargetType.Editor; ExtraModuleNames.AddRange( new string[] { "FlightSim" ,"FlightSimEditor"} ); } }
5.在FlightSim.Build.cs添加AnimGraphRuntime Module
FlightSim.Build.cs
using UnrealBuildTool; public class FlightSim : ModuleRules { public FlightSim(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; bEnableExceptions = true; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "Http", "Json", "JsonUtilities", "CryptoPP","OnlineSubsystemUtils", "EasyFM" , "HeadMountedDisplay","Landscape" ,"RenderCore", "AnimGraphRuntime"});//添加AnimGraphRuntime
PrivateDependencyModuleNames.AddRange(new string[] { "ImageWrapper", }); // Uncomment if you are using Slate UI PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });
6.将自定义的AnimGraphNode置于FlightSimEditor Module下,在Editor时加载,Runtime时不加载(打包)
7.完成,shipping打包,ok
UE4 Custom Animation Blueprint node 自定义动画蓝图节点
标签:cap utc sim splay sla shared putc read 定义
原文地址:https://www.cnblogs.com/LynnVon/p/13334523.html