前言
在上一篇(【UE5 C++课程系列笔记】29------在UE中使用第三方库的流程)博客中,我们已经实现了在UE中使用外部的.dll文件。本篇博客将介绍在缺少"Binaries"和"Intermediate"文件夹的情况下,如何将.dll文件等外部资源自动拷贝,从而防止因为缺少外部资源而造成打包失败的情况
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步骤
- 可以看到项目插件所需要的第三方库的存放路径如下
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在"xx项目\Plugins\MyThirdPartyLibrary\Source\ThirdParty\MyThirdPartyLibraryLibrary\MyThirdPartyLibraryLibrary.Build.cs"文件中,可以看到之前写了如下代码,其中第22行代码的作用是:将第三方库的DLL文件添加到Unreal Engine项目的运行时依赖中,确保在打包或运行游戏时,该DLL文件会被正确地复制到输出目录中(就是将打包之前路径下的文件拷贝到打包之后对应的路径下," RuntimeDependencies.Add()"中填入的路径是打包之前的路径)
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复制后的DLL文件存放路径如下
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因此,如果我们把"Binaries"和"Intermediate"文件夹从插件文件夹中移除将无法正确打包。
- 为了解决上述问题,我们需要在"MyThirdPartyLibraryLibrary.Build.cs"文件中添加如下代码
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完整代码如下,其中函数CopyDllToPluginBinaries()的作用是将指定的DLL文件复制到插件的Binaries目录中,并确保该DLL文件在Unreal Engine项目打包或运行时被正确包含。传入的参数"InFilePath"表示需要复制的DLL文件的源路径。
cs
// Fill out your copyright notice in the Description page of Project Settings.
using System;
using System.IO;
using UnrealBuildTool;
public class MyThirdPartyLibraryLibrary : ModuleRules
{
private void CopyDllToPluginBinaries(string InFilePath, ReadOnlyTargetRules Target)
{
//确定目标目录
string TargetDirectory = Path.GetFullPath(Path.Combine(PluginDirectory, "Binaries/ThirdParty", "MyThirdPartyLibraryLibrary", "Win64"));
//获取文件名
string FileName = Path.GetFileName(InFilePath);
//打印源文件路径、目标目录和文件名
Console.WriteLine("--SourceFilePath:" + InFilePath);
Console.WriteLine("--TargetDirectory:" + TargetDirectory + "--FileName:" + FileName);
//创建目标目录(如果不存在)
if (!Directory.Exists(TargetDirectory))
{
Directory.CreateDirectory(TargetDirectory);
}
//复制文件
string TargetFilePath = Path.Combine(TargetDirectory, FileName);
if (!File.Exists(TargetFilePath))
{
File.Copy(InFilePath, TargetFilePath, true);
}
//将复制的DLL文件添加到运行时依赖中
RuntimeDependencies.Add("$(PluginDir)/Binaries/ThirdParty/MyThirdPartyLibraryLibrary/Win64/ExampleLibrary.dll");
}
public MyThirdPartyLibraryLibrary(ReadOnlyTargetRules Target) : base(Target)
{
Type = ModuleType.External;
PublicSystemIncludePaths.Add("$(ModuleDir)/Public");
if (Target.Platform == UnrealTargetPlatform.Win64)
{
// Add the import library
PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory, "x64", "Release", "ExampleLibrary.lib"));
// Delay-load the DLL, so we can load it from the right place first
PublicDelayLoadDLLs.Add("ExampleLibrary.dll");
CopyDllToPluginBinaries(Path.Combine(ModuleDirectory, "x64", "Release", "ExampleLibrary.dll"), Target);
}
}
}
- 此时我们再删除"Binaries"和"Intermediate"文件夹
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删除后如下
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重新编译一下
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编译后可以重新看到创建了"Binaries"和"Intermediate"文件夹
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并且在"Binaries"中包含了所需的DLL文件
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- 打开"MyThirdPartyLibraryLibrary.Build.cs"
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添加如下代码,表示只允许项目在Windows环境中打包
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