【UE5】第一次尝试项目转插件(Plugin)的时候,无法编译

VS显示100条左右的错误,UE热编译也不能通过。原因可能是[名字.Build.cs]文件的错误,缺少一些内容,比如说如果要写UserWidget类,那么就要在 ]名字.Build.cs]

中加入如下内容:

cpp 复制代码
public class beibaoxitong : ModuleRules
{
	public beibaoxitong(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
		
		PublicIncludePaths.AddRange(
			new string[] {
                 System.IO.Path.Combine(ModuleDirectory, "Public")
				// ... add public include paths required here ...
			}
			);
				
		
		PrivateIncludePaths.AddRange(
			new string[] {
                System.IO.Path.Combine(ModuleDirectory, "Private")
				// ... add other private include paths required here ...
			}
			);
			
		
		PublicDependencyModuleNames.AddRange(
			new string[]
			{
				"Core",
                "CoreUObject",
                      "Engine",
                    "SlateCore",
                    "UMG"			
				// ... add other public dependencies that you statically link with here ...
			, "InputCore", "EnhancedInput","ProceduralMeshComponent"
}
			);
			
		
		PrivateDependencyModuleNames.AddRange(
			new string[]
			{
				"CoreUObject",
				"Engine",
				"Slate",
				"SlateCore",
				// ... add private dependencies that you statically link with here ...	
			"UMGEditor", "UMGEditor","UMG", "InputDevice", "InputDevice", "InputDevice" 
}
			);
		
		
		DynamicallyLoadedModuleNames.AddRange(
			new string[]
			{
				// ... add any modules that your module loads dynamically here ...
			}
			);
	}
}

根据你的文件进行添加。如果说依然有如图的问题,那你就去原来的项目里看看哪些没加上去。

正在创建库 D:\Unreal\Weather\Plugins\beibaoxitong\Binaries\Win64\UnrealEditor-beibaoxitong.patch_1.lib 和对象 D:\Unreal\Weather\Plugins\beibaoxitong\Binaries\Win64\UnrealEditor-beibaoxitong.patch_1.exp

Module.beibaoxitong.cpp.obj : error LNK2019: 无法解析的外部符号 "__declspec(dllimport) public: static struct FKey const EKeys::RightMouseButton" (_imp ?RightMouseButton@EKeys@@2UFKey@@B),函数 "public: virtual class FReply __cdecl UInventorySlot::NativeOnMouseButtonDown(struct FGeometry const &,struct FPointerEvent const &)" (?NativeOnMouseButtonDown@UInventorySlot@@UEAA?AVFReply@@AEBUFGeometry@@AEBUFPointerEvent@@@Z) 中引用了该符号

D:\Unreal\Weather\Plugins\beibaoxitong\Binaries\Win64\UnrealEditor-beibaoxitong.patch_1.exe : fatal error LNK1120: 1 个无法解析的外部命令

Failed to link patch (0.000s) (Exit code: 0x460)

相关推荐
ricky6754 天前
[Linux]Linux系统的20个实用命令详解
ue5
AA陈超5 天前
虚幻引擎5 GAS开发俯视角RPG游戏 P05-01.创建游戏玩法标签
c++·游戏·ue5·游戏引擎·虚幻
reddingtons6 天前
场景美术师的“无限画板”:UE5中非破坏性的材质混合(Material Blending)工作流
ue5·材质·设计师·技术美术·游戏策划·游戏美术·substance
m0_552200826 天前
《UE5_C++多人TPS完整教程》学习笔记61 ——《P62 武器开火特效(Fire Weapon Effects)》
c++·游戏·ue5
努力的小钟6 天前
UE5 GAS GameAbility源码解析 EndAbility
ue5
AA陈超6 天前
虚幻引擎5 GAS开发俯视角RPG游戏 P05-04 使用效果应用游戏标签
c++·游戏·ue5·游戏引擎·虚幻
zhangzhangkeji6 天前
UE5 测量 -1,长度测量:P2制作定位球与定位线,P3制作射线检测节点,P4在鼠标位置生成定位球
ue5
AA陈超8 天前
虚幻引擎UE5专用服务器游戏开发-33 在上半身播放组合蒙太奇
c++·游戏·ue5·游戏引擎·虚幻
zhangzhangkeji8 天前
cesium126,230130,Editing Tileset Materials - 0,编辑瓦片集材质,官方教程:
ue5
zhangzhangkeji8 天前
cesium126,230131,区域局部染色:赋值材质实例,建立“材质图层混合”文件,建立裁剪多边形,并应用自己的材质实例
ue5