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Product Version: UE 4.10
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asked May 21 '16 at 06:35 AM in Chinese

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answered May 21 '16 at 08:23 PM

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avatar image TIANMIN STAFF May 22 '16 at 02:02 AM
avatar image Sam_Bai May 22 '16 at 02:13 AM

谢谢你这么详细的回答,但是并没有解决我面临的问题。虽然可以改成.mm后缀让虚幻4识别并发布,但是必须全部整合进一个.mm中才能识别。有很多第三方的代码,要全部整合进一个.mm里很复杂也不利于管理和以后开发。请问有什么办法能让引擎识别这些Objective-C的第三方的代码? 不知道我表达清楚没有,再次感谢。 请先Uncheck accepted我的问题,谢谢。

avatar image TIANMIN STAFF May 22 '16 at 02:47 AM


看起来应该是将第三方的 mm 文件编译成静态库,然后通过 Unreal 的 UBT 把所需静态库链接到 Unreal 的编译链接环境中?

avatar image 肖吉星 May 22 '16 at 01:13 PM

源码和静态库 framework 均可以 只要 build.cs 设置好 会自动复制 且链接库

avatar image Sam_Bai May 23 '16 at 03:18 AM

谢谢你们的回复,我尝试着在Build.cs里面设置,但是报错称找不到TestViewControl.h。如图,为什么会找不到?alt text

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avatar image Sam_Bai May 23 '16 at 10:09 AM


avatar image 肖吉星 May 24 '16 at 12:53 PM

参照 https://github.com/getsetgames/ComScore/blob/master/Source/ComScore/ComScore.Build.cs 里面的写法 已经文件结构 里面有静态库 和安卓包

而且 https://github.com/getsetgames 有客观的针对移动端的UE4 插件 既有 framework 也有静态包 也有安卓的jar 包 so 我没看到, 仔细参照 build.cs 写法 和 upplugin 里的 module type 和 loading phrase https://docs.unrealengine.com/latest/INT/Programming/Plugins/index.html#moduledescriptors

avatar image Sam_Bai May 26 '16 at 10:32 AM

十分感谢你耐心详细的解答,目前这个问题已经成功解决了。现在我面临着另一个问题,希望能得到帮助。 【如何在手机端[IOS][Android]使用APEX模拟布料?】 https://answers.unrealengine.com/questions/425845/ 再次感谢。

avatar image 肖吉星 May 26 '16 at 01:02 PM

提及不相关的 请另开主题 保持帖子 主题集中和篇幅 便于其他人查找 UE4 并不是3dmax
直接在3dmax 或者maya https://www.youtube.com/watch?v=uTOELBNBt04 https://www.youtube.com/watch?v=oRaStTw0-l0 https://developer.nvidia.com/apex-clothing-3dsmax-tutorials 一个是Physx Lab

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