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" } ); } }
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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)
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