虚幻创建插件在此总结一下。

基于UE5.1 Github版本

在项目里创建插件

有一个.Build.cs文件,一个插件Module的Plugin.cpp文件。

将自定义Mesh组件转换为插件

LoyCustomMeshComponent.Build.cs 插件模块Build依赖项

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using UnrealBuildTool;

public class LoyCustomMeshComponent : ModuleRules
{
public LoyCustomMeshComponent(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;

PrivateDependencyModuleNames.Add("LoyCustomMeshComponent");

PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"Engine",
"RenderCore",
"RHI"
}
);
}
}

LoyCustomMeshComponentPlugin.cpp 定义插件Module

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#pragma once

#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"

class FLoyCustomMeshComponentModule : public IModuleInterface
{
public:

/** IModuleInterface implementation */
void StartupModule()
{
}

void ShutdownModule()
{
}

};

#define LOCTEXT_NAMESPACE "FLoyCustomMeshComponentModule"
#undef LOCTEXT_NAMESPACE

IMPLEMENT_MODULE(FLoyCustomMeshComponentModule, LoyCustomMeshComponent)