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Third Party Frameworkの入れ方

iOSにChartboostを実装しようとしているのですが、Frameworkが入りません。

通常のObjective-cで作成したアプリに入れる場合と手順が異なるのでしょうか?

行った作業として,

1.TARGETS->Build Phase->Link Binary With LibrariesにChartboost.frameworkを追加。

2.ヘッダーファイルに#import< Chartboost/Chartboost.h>を記述。

この状態でiOS向けにビルドするとFrameworkが見つからないというエラーが出てしまいます。

'Chartboost/Chartboost.h' file not found

また、こちらを参考にEngine/Source/Runtime/Core/Core.Build.csの UnrealTargetPlatform.IOS 内に下記を追加してみましたが、同様のエラーが出ています。

PublicAdditionalLibraries.AddRange(new string[] {"/Users/Shared/UnrealEngine/4.5/Engine/Plugins/Runtime/Advertising/Chartboost/ThirdPartyFrameworks/Chartboost.framework"});

どうか解決策のご教授をお願い致します。

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asked Apr 15 '15 at 02:14 AM in Japanese

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kina9876
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avatar image Ravlek STAFF Apr 15 '15 at 01:38 PM

Look at the IOSTapJoy plugin in Engine/Plugins/Runtime/Advertising/IOSTapJoy. You will see it adds an additional framework to PublicAdditionalFrameworks. You may also want to make a Chartboost plugin or module build file instead of adding it to Core.Build.cs. Let me know if have any further questions.

-Pete

avatar image kina9876 Apr 22 '15 at 02:01 AM

Thank you for your answer.

I would like to make a ChartboostPlugin but first I would like to try the TapJoyPlugin to use TapJoy. Do you think it will be enough if I do as follows:

  1. Modify IOSEngine.ini: Engine->Config->IOS->IOSEngine.ini [Advertising] DefaultProviderName=IOSAdvertising ↓ [Advertising] DefaultProviderName=IOSTapJoy

2.Add the TapJoy AppID and the SecretKey: Add the following to MyProject->Config->DefaultEngine.ini: [TapJoy] AppID=XXX SecretKey=XXX CurrencyString=XXX

For reference here are the sites I used: https://answers.unrealengine.com/questions/86920/how-do-i-use-the-tapjoy-plugin.html https://answers.unrealengine.com/questions/148809/build-failed-related-to-tapjoy-ad-plugin.html

Thank you :)

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