UE5.3 虚幻引擎 安卓Android地图插件开发打包

I'm trying to develop Unreal Engine 4 plugin for Android camera API 2.

As I could read on unreal engine forums, there two possibilities to make a plugin for Android.

The first, consist on modifying the UE Android base project (GameActivity).

The second is a standalone plugin, which brings portability to add the plugins in any project.

According to this post, it is possible to make a camera Api1 standalone plugin, which uses APL.xml file to add java code.

But I think it is very limited to a Game activity, like the code below.

<?xml version="1.0" encoding="utf-8"?>
<!--ARToolKit plugin additions-->
<root xmlns:android="http://schemas.android.com/apk/res/android">
 <!-- init section is always evaluated once per architecture -->
 <init>
   <log text="AndroidCamera init"/>
 </init>

 <androidManifestUpdates>
   <addPermission android:name="android.permission.CAMERA"/>
   <addFeature android:name="android.hardware.camera"/>
   <addFeature android:name="android.hardware.camera.autofocus"/>
 </androidManifestUpdates>

 <!-- optional additions to the GameActivity imports in GameActivity.java -->
 <gameActivityImportAdditions>
   <insert>
import android.widget.Toast;
import android.hardware.Camera;
import android.hardware.Camera.CameraInfo;
import android.hardware.Camera.Parameters;
import android.hardware.Camera.PreviewCallback;
import android.graphics.SurfaceTexture;
import android.graphics.ImageFormat;
import android.graphics.PixelFormat;
import java.util.List; 
import java.io.IOException;
import android.util.Log;
   </insert>
 </gameActivityImportAdditions>

 <gameActivityClassAdditions>
   <insert>
     static String msg = "yes i am a rock!";
     SurfaceTexture surfaceTexture;
     Camera camera;
     public native boolean nativeGetFrameData(int frameWidth, int frameHeight, byte[] data);

     public void AndroidThunkJava_Toast()
     {
       try
       {
         _activity.runOnUiThread(new Runnable()
         {
           public void run()
           {
             Toast.makeText(_activity.getApplicationContext(), "cam o yeah!", Toast.LENGTH_SHORT).show();
           }
         });
       }
       catch (Exception e)
       {
         Log.debug("Toast failed with exception " + e.getMessage());
       }
     }

     public void AndroidThunkJava_startCamera()
     {
       surfaceTexture = new SurfaceTexture(10);
       surfaceTexture.setDefaultBufferSize(320,240);
       camera = Camera.open();


       try { 
         camera.setPreviewTexture(surfaceTexture);
       } catch (IOException t) {
         android.util.Log.e("ARToolKitLog", "Cannot set preview texture target!", t);
       } 

       Parameters cameraParam = camera.getParameters();

       cameraParam.setPreviewFormat(ImageFormat.NV21);
       cameraParam.setPreviewSize(320, 240);
       camera.setParameters(cameraParam);

       camera.setPreviewCallback(new PreviewCallback() {
         @Override
         public void onPreviewFrame(byte[] data, Camera camera) {
           int Height = camera.getParameters().getPreviewSize().height;
           int Width = camera.getParameters().getPreviewSize().width;
           nativeGetFrameData(Width, Height, data);
         }
       });

       camera.startPreview();
     }

     public void AndroidThunkJava_stopCamera()
     {
       if (camera != null) 
       {
         camera.stopPreview();
         camera.release();
         camera = null;
       }
     }
   </insert>
 </gameActivityClassAdditions>

 <!-- optional additions to GameActivity onCreate in GameActivity.java -->
 <gameActivityOnCreateAdditions>
   <insert>
   //Toast.makeText(this,msg,Toast.LENGTH_LONG).show();
   //AndroidThunkJava_Toast();
   </insert>
 </gameActivityOnCreateAdditions>


</root>

So my questions are:

Is this the only way to make a standalone plugin for Unreal Engine 4?

Is there a XML tag to add custom classes in this APL files?

I found another way to use custom Java classes:

If I am not wrong, the unreal engine _APL.xml file is connected with ANT build system.

So, as in _APL.xml files in addition to define Java code in gameActivityClassAdditions, there is a tag to copy our .java files to Unreal Engine build directory.

I have taken the idea from this Unreal Engine plugin: https://github.com/jeevcat/GoogleMapsUE4Plugin

So, I made a plugin in 4 steps:

  1. Copy the custom java classes to the plugin source directory with package folder order, so the resultant folder structure should be something like this.

2.- Add the prebuilt copies tag to apply the Java class into the build directory:

<prebuildCopies>
        <copyDir src="$S(PluginDir)/Java" dst="$S(BuildDir)" />
</prebuildCopies>

3.- Add the imports in gameActivityImportAdditions:

import org.samples.camera2.CameraHandler;

4.- use custom class

           public void AndroidThunkJava_startCamera()
            {
                        m_camHandler = new CameraHandler();
                        m_camHandler.setCallback(new CameraCallback() {
                        @Override
                        public void onGetFrame(byte[] data, int width, int height) {
                            Log.d(LOG_TAG,"MY CUSTOM CALLBACK"+width);
                            nativeGetFrameData(width, height, data);
                        }
            });
            m_camHandler.init(_activity, 0, 320, 240);
            m_camHandler.start();
            }

Finally I show the resultant _APL.xml file:

<?xml version="1.0" encoding="utf-8"?>
<!--ARToolKit plugin additions-->
<root xmlns:android="http://schemas.android.com/apk/res/android">
    <!-- init section is always evaluated once per architecture -->
    <init>
        <log text="AndroidCamera init"/>
    </init>

<androidManifestUpdates>
        <addPermission android:name="android.permission.CAMERA"  />
        <addFeature android:name="android.hardware.camera"  />
        <addFeature android:name="android.hardware.camera.autofocus"  />
        <addFeature android:name="android.hardware.camera2" />
</androidManifestUpdates>

<prebuildCopies>
        <copyDir src="$S(PluginDir)/Java" dst="$S(BuildDir)" />
</prebuildCopies>

    <!-- optional additions to the GameActivity imports in GameActivity.java -->
    <gameActivityImportAdditions>
        <insert>
import android.widget.Toast;
import android.hardware.Camera;
import android.hardware.Camera.CameraInfo;
import android.hardware.Camera.Parameters;
import android.hardware.Camera.PreviewCallback;
import android.graphics.SurfaceTexture;
import android.graphics.ImageFormat;
import android.graphics.PixelFormat;
import java.util.List;
import java.io.IOException;
import android.util.Log;

import org.samples.camera2.CameraHandler;
相关推荐
太空漫步112 小时前
android社畜模拟器
android
海绵宝宝_5 小时前
【HarmonyOS NEXT】获取正式应用签名证书的签名信息
android·前端·华为·harmonyos·鸿蒙·鸿蒙应用开发
凯文的内存6 小时前
android 定制mtp连接外设的设备名称
android·media·mtp·mtpserver
天若子7 小时前
Android今日头条的屏幕适配方案
android
林的快手8 小时前
伪类选择器
android·前端·css·chrome·ajax·html·json
望佑8 小时前
Tmp detached view should be removed from RecyclerView before it can be recycled
android
xvch11 小时前
Kotlin 2.1.0 入门教程(二十四)泛型、泛型约束、绝对非空类型、下划线运算符
android·kotlin
人民的石头14 小时前
Android系统开发 给system/app传包报错
android
yujunlong391915 小时前
android,flutter 混合开发,通信,传参
android·flutter·混合开发·enginegroup
rkmhr_sef15 小时前
万字详解 MySQL MGR 高可用集群搭建
android·mysql·adb