UE4游戏开发基础命令

2021/10 08 14:10

转载:https://www.cnblogs.com/kekec/p/8684068.html

在个人的Unrealengine账户中关联自己的GitHub账户成功之后,就可以访问UE4引擎的源码了。

git clone -b release https://github.com/EpicGames/UnrealEngine.git

克隆成功后,执行Setup.bat拉取并安装外部依赖文件(第三方库、资源包、示例工程等),最后调用UnrealVersionSelector添加引擎到注册表并在资源管理器中添加引擎快捷菜单功能

"%EngineDir%\Engine\Binaries\Win64\UnrealVersionSelector-Win64-Shipping.exe" /register

若需要设置代理可以传入相应参数来执行Setup.bat脚本 // Setup.bat会调用Engine\Binaries\DotNET\GitDependencies.exe工具来获取依赖文件

Setup.bat --proxy="http://10.125.224.93:8082" --force --exclude=Win32

注:如果是UE4.22版本,需要安装.net framework 4.6.2,安装完后在控制面板卸载列表中会有如下软件列表:

执行GenerateProjectFiles.bat生成UE4相关工程,生成的vs工程文件在Engine\Intermediate\ProjectFiles目录中

双击UE4.sln,开始编译相关工具和引擎  // 编译的中间文件生成在EngineSource\Engine\Intermediate\Build目录中


用来存放UE4引擎和项目代码的目录的一些注意点:

1. 目录的全路径中不要包含中文、空格

2. 目录不要放置得太深,会导致编译链接的命令行太长的错误    注:可通过在模块的Build.cs中设置bLegacyPublicIncludePaths = false来缓解

3. 目录名要以英文或下划线开头(不能以数字开头):因为UHT会利用目录名做为其符号名(注:c++中变量名、函数名不能以数字开头)的一部分

编译UnrealBuildTool

"C:\Windows\Microsoft.NET\Framework64\v4.0.30319\msbuild.exe" "%EngineDir%\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.csproj" /t:build /p:Configuration=Development;Platform=AnyCPU;TargetFrameworkVersion=v4.5

mac下使用mono提供的xbuild工具编译UnrealBuildTool

/Users/<用户>/Engine/Binaries/ThirdParty/Mono/Mac/bin/xbuild /Users/<用户>/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj /property:Configuration="Development" /verbosity:quiet /nologo

注:当UnrealBuildTool不存在或其源码有修改时,执行引擎目录下的GenerateProjectFiles.bat或GenerateProjectFiles.sh会重新生成UnrealBuildTool

编译引擎工具

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" ShaderCompileWorker Win64 Development -waitmutex -FromMsBuild -DEPLOY  // Windows下编译ShaderCompileWorker

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" UnrealLightmass Win64 Development -waitmutex -FromMsBuild -DEPLOY  // Windows下编译UnrealLightmass

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" UnrealIdentifierRegister Win64 Development -waitmutex -FromMsBuild -DEPLOY  // Windows下编译UnrealIdentifierRegister

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" UnrealVersionSelector Win64 Development -waitmutex -FromMsBuild -DEPLOY  // Windows下编译UnrealVersionSelector

mono $EngineDir/Engine/Binaries/DotNET/UnrealBuildTool.exe ShaderCompileWorker Mac Development  // Mac下编译ShaderCompileWorker

使用ShaderCompilerWorker.exe编译shader

%EngineDir%/Engine/Binaries/Win64/ShaderCompileWorker.exe <AppData>/Local/Temp/UnrealShaderWorkingDir/BFE18CAA45FA658BF12AE489BE247311/5/ 27472 5 WorkerInputOnly.in WorkerOutputOnly.out -communicatethroughfile  -TimeToLive=20.000000 -Multiprocess

使用UnrealVersionSelector添加引擎到注册表并在资源管理器上下文菜单中添加引擎快捷功能

"%EngineDir%\Engine\Binaries\DotNET\UnrealVersionSelector.exe" /register

1. 对uproject文件进行右键菜单注册

2. 注册uproject文件所用的引擎路径

编译引擎和项目

编译Development版本的UE4引擎  // 会在%EngineDir%\Binaries\Win64和%EngineDir%\Plugins\*\···\*\Binaries\Win64目录中生成引擎UE4Editor.exe、核心dll模块和引擎插件dll

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" UE4Editor Win64 Development -waitmutex -FromMsBuild -DEPLOY

生成了UE4.sln或UE4.xcworkspace,也可以使用msbuild.exe或xcodebuild来编译  

// vs2017的msbuild所在目录:Microsoft Visual Studio\2017\Community\MSBuild\15.0\Bin
msbuild.exe UE4.sln /p:Configuration="Development Editor" /p:Platform=Win64 /m:8  // 使用并发线程数为8,编译配置为:Development Editor Win64来编译生成UE4Editor.exe

xcodebuild -workspace UE4.xcworkspace/ -scheme UE4 -configuration "Development Editor" // xcode下编译Development Editor的UE4Editor

xcode编译出的UE4Editor所在目录:%EngineDir%/Binaries/Mac/UE4Editor.app/Contents/MacOS/UE4Editor

生成项目MyGame的项目工程文件  // 工程文件会生成到”%GameDir%\Intermediate\ProjectFiles”目录中 

"%EngineDir%\Engine\Binaries\Win64\UnrealVersionSelector.exe" /projectfiles "%GameDir%\MyGame.uproject"   //windows下

"%EngineDir%/Engine/Binaries/DotNET/UnrealBuildTool.exe"  -projectfiles -project="%GameDir%\MyGame.uproject" -game -engine -progress -log="%GameDir%/Saved/Logs/UnrealVersionSelector-2020.12.31-11.34.19.log"  //windows下

"%EngineDir%/Engine/Binaries/DotNET/UnrealBuildTool.exe"  -projectfiles -project="%GameDir%\MyGame.uproject" -game -engine -VSCode   //windows下生成vscode项目工程

"%EngineDir%/Engine/Binaries/DotNET/UnrealBuildTool.exe"  -projectfiles -project="%GameDir%\MyGame.uproject" -game -engine -2019  //windows下生成vs2019项目工程

"%EngineDir%/GenerateProjectFiles.sh" -project="%GameDir%/MyGame.uproject" -Game -Engine // Mac或Linux下

"%EngineDir%/GenerateProjectFiles.sh" -project="%GameDir%/MyGame.uproject" -platforms=IOS -game -nointellisense -IOSdeployonly -ignorejunk -projectfileformat=XCode -includetemptargets  // Mac下专有IOS工程

注:windows下,可在UE4编辑器菜单File — Refresh Visual Studio Project来生成或刷新vs项目文件;在Mac下,可在UE4编辑器菜单File — Refresh XCode Project来生成或刷新xCode项目文件      【与上面命令是等价的】

编译项目MyGame的Development Editor版本  // 会在%GameDir%\Binaries\Win64和%GameDir%\Plugins\*\···\*\Binaries\Win64目录中生成项目dll和项目插件dll

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" MyGameEditor Win64 Development "%GameDir%\MyGame.uproject" -waitmutex -FromMsBuild -DEPLOY // windows下

$EngineDir/Engine/Build/BatchFiles/Mac/XcodeBuild.sh MyGameEditor macosx Development %GameDir%/MyGame.uproject // Mac下

mono $EngineDir/Engine/Binaries/DotNET/UnrealBuildTool.exe  MyGameEditor macosx Development %GameDir%/MyGame.uproject // Mac下

编译项目MyGame的Development Android版本(libUE4.so) 

UnrealBuildTool.exe  MyGame Android Development -Project=%GameDir%\MyGame.uproject"

编译项目MyGame的Debug IOS版本(MyGame可执行二进制) 

mono $EngineDir$/Engine/Binaries/DotNET/UnrealBuildTool.exe MyGame IOS Debug -Project=$GameDir$/MyGame.uproject

遇到的问题:ld: can’t open -unexported_symbols_list file: /Users/xxx/Trunk/UAGroup/MyGame/unexported_symbols.txt 

解决方法:在该目录下放置一个unexported_symbols.txt文件,里面内容如下:

*TSS*
*Tss*
*tss*
*AceSDK*
*MRPCS*
*mrpcs*
*tp2*
*tcj*
*_proto*
*ns_tinyxml*

编译单个c/cpp文件

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe"  MyGameEditor Win64 Development "%GameDir%\MyGame.uproject" -singlefile="%GameDir%\Source\MyGame\MyGameCharacter.cpp" -WaitMutex -FromMsBuild -DEPLOY

编译单个模块

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" -Module=MyGame Win64 Development -TargetType=Editor -Project="%GameDir%\MyGame.uproject" -canskiplink "%GameDir%\MyGame.uproject"

编译单个引擎模块

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" -Module=Engine Win64 Development -TargetType=Editor -Project="%GameDir%\MyGame.uproject" -canskiplink -nosharedpch "%GameDir%\MyGame.uproject"

编译多个模块 

"%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" -Module=MyCommon -Module=MyGame Win64 Development -TargetType=Editor -Project="%GameDir%\MyGame.uproject" -canskiplink "%GameDir%\MyGame.uproject" 

注1:更多额外命令行参数见UnrealBuildTool中的GlobalOptions类中的CommandLine修饰的成员变量

-Verbose、-VeryVerbose、-Log、-Timestamps、-Progress、-NoMutex、-RemoteIni、-SkipDeploy、-Clean、

-ProjectFiles、-ProjectFileFormat=、-Makefile、-CMakefile、-QMakefile、-KDevelopfile、-CodeliteFiles、-XCodeProjectFiles、-EdditProjectFiles、-VSCode、-VSMac、-CLion

注2:更多额外命令行参数见UnrealBuildTool中的TargetDescriptor类中的CommandLine修饰的成员变量

-NoHotReload、-ForceHotReload、-LiveCoding、-WriteActions=c:\myAction.txt (输出编译链接过程中详细信息)

-mode=JsonExport(读取所有build.cs,输出modules的依赖关系)、-LiveCodingModules=modulelist.txt、-LiveCodingManifest=mymenifest.txt、-Quiet

// 编译链接出so文件,另外记录编译链接各命令行的日志文件会输出在c:\svn\myAction.txt
C:\svn\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe  UAGame Android Shipping -Project="C:\svn\R6Game\UAGame.uproject" -WriteActions="c:\svn\myAction.txt"

// 不会编译链接出so文件,json文件会输出在C:\svn\R6Game\Binaries\Android\UAGame-Android-Shipping.json
C:\svn\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool.exe  UAGame Android Shipping -Project="C:\svn\R6Game\UAGame.uproject" -mode=JsonExport

编译项目MyGame的客户端版本

"%EngineDir%\Engine\Binaries\Win64\UnrealVersionSelector.exe" MyGame Win64 Development -Project="%GameDir%\MyGame.uproject"

编译项目MyGame的Linux Server版本

mono "%EngineDir%\Engine\Binaries\DotNET\UnrealBuildTool.exe" MyGameServer Linux Development -Project="%GameDir%\MyGame.uproject"

构建安装版引擎

%EngineDir%\Engine\Build\BatchFiles\RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithHTML5=false -set:WithSwitch=false -WithDDC=false -set:WithWin32=false -set:WithLumin=false -set:WithPS4=false -set:WithXboxOne=false -set:WithHoloLens=false -set:GameConfigurations=Development

配置文件详见 :Engine/Build/InstalledEngineBuild.xml

构建好的安装版引擎在:%EngineDir%\LocalBuilds\Engine\Windows目录中

注1:可放置一个%EngineDir%/Engine/Build/InstalledBuild.txt空文件,将当前引擎标识成一个InstalledEngine

注2:InstalledEngine主要用来提升团队开发效率,让构建机生产好这些二进制内容,而不需要每个人都来编译一遍。

        ① 引擎编辑器(UE4Editor.exe)、构建工具链(UBT、UHT、UAT)以及第三方工具(UnrealPak.exe、ShaderCompileWorker.exe、UnrealLightmass.exe等)

           (a)引擎编辑器、第三方工具和UHT     在%EngineDir%/Engine/Binaries/Win64目录中

           (b)UBT、UAT     在%EngineDir%/Engine/Binaries/DotNET目录中

        ② 引擎及项目依赖的所有模块的.h、.generated.h、.lib、.dll文件

           (a).h     在%EngineDir%/Engine/Source、%EngineDir%/Engine/Plugins/<xxx>/Source目录中

           (b).generated.h、.lib     在%EngineDir%/Engine/Intermediate、%EngineDir%/Engine/Plugins/<xxx>/Intermediate目录中

           (c).dll     在%EngineDir%/Engine/Binaries/Win64、%EngineDir%/Engine/Plugins/<xxx>/Binaries/Win64目录中

注3:cpp代码不是必须的

UnrealPak

解压未加密的MyGame-Android_ASTC.pak包到%Output%/MyGame-Android_ASTC目录中

%EngineDir%/Engine/Binaries/Win64/UnrealPak.exe "%MyGame-arm64-es2%/assets/MyGame/Content/Paks/MyGame-Android_ASTC.pak" -Extract "%Output%/MyGame-Android_ASTC"

有Crypto.json秘钥文件时,解压加密的MyGame-Android_ASTC.pak包到%Output%/MyGame-Android_ASTC目录中

%EngineDir%/Engine/Binaries/Win64/UnrealPak.exe "%MyGame-arm64-es2%/assets/MyGame/Content/Paks/MyGame-Android_ASTC.pak" -Extract "%Output%/MyGame-Android_ASTC" -cryptokeys="%GameDir%/Saved/Cooked/Android_ASTC/MyGame/Metadata/Crypto.json"

无Crypto.json秘钥文件时,解压加密的MyGame-Android_ASTC.pak包到%Output%/MyGame-Android_ASTC目录中

%EngineDir%/Engine/Binaries/Win64/UnrealPak.exe "%MyGame-arm64-es2%/assets/MyGame/Content/Paks/MyGame-Android_ASTC.pak" -Extract "%Output%/MyGame-Android_ASTC" -encryptindex -encryptionini -projectdir="%GameDir%" -enginedir="%EngineDir%" -Platform=Windows

注1:该方式会通过读取%GameDir%/Config/DefaultCrypto.ini中的秘钥来解密

注2:需要在项目的%GameDir%/Config/DefaultEngine.ini中进行如下配置,来将项目标识为一个加密类型

UHT扫描头文件命令行

// UHT扫描UE4工程
"%EngineDir%\Engine\Binaries\Win64\UnrealHeaderToo.exe" UE4Editor "%EngineDir%\Engine\Intermediate\Build\Win64\UE4Editor\DebugGame\UE4Editor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="%EngineDir%\Engine\Programs\UnrealBuildTool\Log_UHT.txt" 

// UHT扫描MyGame项目工程
"%EngineDir%\Engine\Binaries\Win64\UnrealHeaderTool.exe" "%GameDir%\MyGame.uproject" "%GameDir%\Intermediate\Build\Win64\MyGameEditor\DebugGame\MyGameEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="%EngineDir%\Engine\Programs\UnrealBuildTool\Log_UHT.txt"

// UHT扫描ShaderCompileWorker工程
"%EngineDir%\Engine\Binaries\Win64\UnrealHeaderTool.exe" ShaderCompileWorker "%EngineDir%\Engine\Intermediate\Build\Win64\ShaderCompileWorker\Development\ShaderCompileWorker.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -abslog="%EngineDir%\Engine\Programs\UnrealBuildTool\Log_UHT.txt"

一些log

UnrealHeaderTool:UnrealEngine\Engine\Programs\UnrealHeaderTool\Saved\Logs\UnrealHeaderTool.log

UnrealBuildTool:UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt

            AppData\Local\UnrealBuildTool\Log.txt(InstalledEngine)

UAT:UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Log.txt

          UnrealEngine\Engine\Programs\AutomationTool\Saved\Logs\Cook-2020.07.13-17.32.30.txt

MyGame:MyGame\Saved\Logs\MyGame.log

Mac osx上的log

UnrealHeaderTool:~\Library\Logs/Unreal Engine/UnrealHeaderTool/UnrealHeaderTool.log

UnrealBuildTool:UnrealEngine\Engine\Programs\UnrealBuildTool\Log.txt

UAT:~\Library\Logs/Unreal Engine/LocalBuildLogs中,包含一下一些文件

Cook-2020.07.13-17.46.05.txt   // Cook资源的log
FinalCopy_NonUFSFiles.txt
FinalCopy_NonUFSFilesDebug.txt
FinalCopy_UFSFiles.txt
Log.txt    // 编译ios版本的log
Manifest_NonUFSFiles_IOS.txt
PakList_basicasset-ios.txt
PakList_uagame-ios.txt
PrePak_IOS_NonUFSFiles.txt
PrePak_IOS_NonUFSFilesDebug.txt
PrePak_IOS_UFSFiles.txt
UBT-UAGame-IOS-Development.txt
UBT-UnrealPak-Mac-Development.txt
UnrealPak-basicasset-ios-2020.07.13-17.47.12.txt
UnrealPak-uagame-ios-2020.07.13-17.47.12.txt

MyGame:~\Library\Logs/Unreal Engine/MyGameEditor/MyGame.log

一些技巧

(1)不要把DDC(Derived Data Cache)目录设置到机械硬盘上,要放在SSD上,否则使用编辑器时会很卡(如:移动场景中的物体)   注:其缺省会在<User Folder>/AppData/Local/UnrealEngine中

(2)去掉UE4和游戏工程的所有Depends(工程右键菜单 — Build Dependencies — Project Dependencies …),手动编译各个工程,防止修改一个工程后,引发依赖该工程发生重编译

(3)去掉UE4和游戏工程NMake命令行上的对ShaderCompileWorker的依赖

可在引擎工程:Engine/Saved/UnrealBuildTool/BuildConfiguration.xml中关闭Generate Visual Studio Project files时对ShaderCompileWorker的依赖

<?xml version="1.0" encoding="utf-8" ?>
 <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
     <BuildConfiguration>
         <bEditorDependsOnShaderCompileWorker>false</bEditorDependsOnShaderCompileWorker>
     </BuildConfiguration>
 </Configuration>

(4)关闭每次构建项目都自动构建UnrealHeaderTool 

在Engine/Saved/UnrealBuildTool/BuildConfiguration.xml中增加如下配置:

<?xml version="1.0" encoding="utf-8" ?>
<Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
     <UEBuildConfiguration>
         <bDoNotBuildUHT>true</bDoNotBuildUHT>
     </UEBuildConfiguration>
</Configuration>

注:从UnrealHeaderTool.Build.cs中可知:UHT依赖6个基础的引擎模块:Core、CoreUObject、Json、Projects、TraceLog(Core、CoreUObject依赖TraceLog,所以UHT也间接依赖它)和BuildSettings(Core依赖BuildSettings,所以UHT也间接依赖它)

(5)Tools – Options – Projects and Solutions,取消勾选Always show Error List if build finishes with errors,防止每次编译有错,vs都自动激活显示Error List面板

(6)关闭Visual Studio自带git插件,避免每次编译都要进行git status的检查,提升开发效率

1>------ Build started: Project: MyTest1, Configuration: Debug_Editor x64 ------
1>Using 'git status' to determine working set for adaptive non-unity build (G:\svn\UnrealEngine).
1>Using 'git status' to determine working set for adaptive non-unity build (G:\svn\MyTest1).
1>Waiting for 'git status' command to complete

(7)将Solution Configurations的宽度调成为150,让其能显示完全

         菜单项:Tools – Options – Customize

(8)编译时不要用满所有cpu的核,否则计算机会非常卡,基本无法进行其他工作

   在BuildConfiguration.xml中进行配置,将MaxProcessorCount设置成7(我本机是8核cpu)

<?xml version="1.0" encoding="utf-8" ?>
 <Configuration xmlns="https://www.unrealengine.com/BuildConfiguration">
     <ParallelExecutor>
         <MaxProcessorCount>7</MaxProcessorCount>
     </ParallelExecutor>
     <BuildConfiguration>
         <bAllowXGE>true</bAllowXGE>
     </BuildConfiguration>
 </Configuration>

注:bAllowXGE表示是否开启IncredBuild(XGE)

BuildConfiguration.xml会按照下面路径的顺序来进行查找来加载   更多信息详见:Build Configuration

  ① 引擎工程:Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
  ② <User Folder>/AppData/Roaming/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml
  ③ <My Documents>/Unreal Engine/UnrealBuildTool/BuildConfiguration.xml

还有一种快速禁掉IncredBuild方法是将c:\Programe Files(x86)\IncredBuild\xgConsole.exe改名

(9)如果只是想禁用shader编译的IncredBuild的加速,可在Engine\Config\ConsoleVariables.ini中打开r.XGEShaderCompile = 0

(10)从vs直接运行或调试运行UE时,不要进行任何编译行为

11)UnrealVS扩展中文

右键Visual Studio工具栏区域,弹出快捷菜单,勾选显示UnrealVS工具栏

安装文件在:Engine\Extras\UnrealVS

代码在:Engine\Source\Programs\UnrealVS

提供了如下功能:

a. 设置启动项目
b. 绑定构建启动项目的命令
c. 设置命令行参数
d. 批量构建项目
f. 快速构建项目菜单

(12)出现断点打不上(空心带黄色感叹号)的情况(如:调试Release版本、可执行程序目录发生过变化等),需要做一下检查和设置

① vs处于调试态时,在菜单Debug — Windows — Modules面板里,搜索目标模块的pdb是否加载

② vs设置:Tools – Options – Debugging  –  取消勾选“Require source files to exactly match the original version”

(13)改善C++调试:在vs进行C++调试时更好地查看Unreal自定义类型变量(如:FName,FString,TArray等)

运行Engine\Extras\VisualStudioDebugging\InstallVisualizers.bat(支持vs2012、vs2013、vs2015)进行安装

对于vs2017等更高版本,可以手动将Engine\Extras\VisualStudioDebugging\UE4.natvis拷贝到%USERPROFILE%\Documents\Visual Studio 2017\Visualizers目录中进行手动安装

安装完成后,重启vs

vs设置:Tools – Options – Debugging  –  取消勾选“Show raw structure of objects in variables windows”

(14)开启vs的Intellisense(智能感知)功能

在编写代码实时键入时,IntelliSense将重新编译C++,进行实时错误和筛选。此功能比VAX的语法检查更加强大,其使用的是完整C++编译器,可逐行验证代码,可极大加快工作流

注1:左下角的图标表示图标IntelliSense编译程序正在运行

注2:vs默认是开启Intellisense的,如果没有启用,请检查以下设置项

(15)配置并使用ue4的Snippet自动完成,来插入模板代码

配置方法:拷贝Engine\Extras\VisualStudioSnippets中所有的snippet文件到C:\Users\<user>\Documents\Visual Studio 2017\Code Snippets\Visual C++\My Code Snippets目录中,并重启vs

然后在UE4的项目中输入:ue4  就会出现snippet列表,选择某项snippet后就会插入对应模板代码

扩展:ue4snippets githubSnippet各个文件说明

(16)禁用“编译出错时始终显示错误列表”(Always show Error List if build finishes with error)  注:防止编译失败后自动弹出错误列表

(17)Disable显示非活动代码块   注:关闭该选项后,代码会正常显示(#if 为false的代码块会变灰)

更多请参考:设置虚幻引擎的Visual Studio中文

运行引擎和项目

启动引擎编辑器

"%EngineDir%/Engine/Binaries/Win64/UE4Editor.exe" -skipcompile

启动项目编辑器

"%EngineDir%/Engine/Binaries/Win64/UE4Editor.exe"  "%GameDir%\MyGame.uproject" -skipcompile

单机启动游戏单机

"%EngineDir%/Engine/Binaries/Win64/UE4Editor.exe"  "%GameDir%\MyGame.uproject" TestMap_Main -game -skipcompile

"%EngineDir%\Engine\Binaries\Win64\UE4Editor.exe"  "%GameDir%/MyGame.uproject" /Game/TestMap -game -PIEVIACONSOLE  -Multiprocess  GameUserSettingsINI="%GameDir%/Saved/Config/Windows/PIEGameUserSettings0.ini" -MultiprocessSaveConfig -MultiprocessOSS -messaging -SessionName="Play in Standalone Game" -windowed -WinX=309 -WinY=152 SAVEWINPOS=1 -ResX=1280 -ResY=720

启动本地ds

"%EngineDir%/Engine/Binaries/Win64/UE4Editor.exe"  "%GameDir%\MyGame.uproject" TestMap_Main -game -server -log -skipcompile

启动游戏并联网加入本地ds

"%EngineDir%/Engine/Binaries/Win64/UE4Editor.exe"  "%GameDir%\MyGame.uproject" 127.0.0.1 -game -skipcompile

版本打包

① win64 — Development版本包  会输出到%Win64Dir%\WindowsNoEditor目录中

%EngineDir%\Engine\Build\BatchFiles\RunUAT.bat -ScriptsForProject=%GameDir%\MyGame.uproject BuildCookRun -project=%GameDir%\MyGame.uproject -targetplatform=Win64 -clientconfig=Development -ue4exe=UE4Editor-Cmd.exe -noP4 -iterate -cook -pak -package -stage -archive -archivedirectory=%Win64Dir% -nocompileeditor -prereqs -nodebuginfo -build -CrashReporter -utf8output -compressed

② Android — Debug版本包  会输出到%ApkDir%\Android_ETC2目录中    windows下安装Android构建环境 (en

%EngineDir%\Engine\Build\BatchFiles\RunUAT.bat -ScriptsForProject=%GameDir%\MyGame.uproject BuildCookRun -nocompileeditor -nop4 -iterate -project=%GameDir%\MyGame.uproject -cook -stage -archive -archivedirectory=%ApkDir% -package -clientconfig=Debug -ue4exe=UE4Editor-Cmd.exe -compressed -pak -prereqs -nodebuginfo -targetplatform=Android -cookflavor=ETC2 -build -distribution -utf8output -compile

cook Android ASTC包命令:

%EngineDir%\Engine\Binaries\Win64\UE4Editor-Cmd.exe %GameDir%\MyGame.uproject -run=Cook  -TargetPlatform=Android_ASTC -fileopenlog -unversioned -abslog=%EngineDir%\Engine\Programs\AutomationTool\Saved\Cook-2020.12.08-09.48.23.txt -stdout -CrashForUAT -unattended -NoLogTimes  -UTF8Output

环境变量 — XXX的用户变量:

ANDROID_HOME    E:\NVPACK\android-sdk-windows
ANDROID_NDK_ROOT    E:\NVPACK\android-ndk-r14b
ANT_HOME     E:\NVPACK\apache-ant-1.8.2
GRADLE_HOME    E:\NVPACK\gradle-2.9
JAVA_HOME    E:\NVPACK\jdk1.8.0_77
NDK_ROOT    E:\NVPACK\android-ndk-r14b
NDKROOT    E:\NVPACK\android-ndk-r14b
NVPACK_NDK_TOOL_VERSION    4.9
NVPACK_NDK_VERSION    android-ndk-r14b
NVPACK_ROOT    E:\\NVPACK
Path    E:\NVPACK\gradle-2.9\bin;E:\NVPACK\apache-ant-1.8.2\bin;E:\NVPACK\jdk1.8.0_77\bin;E:\NVPACK\android-ndk-r14b;E:\NVPACK\android-sdk-windows\extras\android\support;E:\NVPACK\android-sdk-windows\build-tools;E:\NVPACK\android-sdk-windows\platform-tools;E:\NVPACK\android-sdk-windows\tools;

注:若想升级ndk,可从这儿下载,解压后放到E:\NVPACK目录中,并更新NDK_ROOT、NDKROOT及Path环境变量中的路径即可

在项目设置 — Platforms — Android页面中,点击Accept SDK License同意一下   注:会在E:\NVPACK\android-sdk-windows\licenses下生成一个android-sdk-license文件

C:\Users\<用户名>\.gradle目录、C:\Users\<用户名>\.android目录

配置gradle的代理(所在文件:C:\Users\<用户名>\.gradle\gradle.properties)

systemProp.https.proxyPort=8080
systemProp.http.proxyHost=web-proxy.oa.com
systemProp.https.proxyHost=web-proxy.oa.com
systemProp.http.proxyPort=8080

③ iOS — Debug版本包  会输出到${IpaDir}/IOS目录中    注:设置DefaultGame.ini中[/Script/UnrealEd.ProjectPackagingSettings]标签下的BuildConfiguration=PPBC_Debug

${%EngineDir%}/Engine/Build/BatchFiles/RunUAT.sh -ScriptsForProject=${GameDir}/MyGame.uproject BuildCookRun -nocompileeditor -nop4 -project=${GameDir}/MyGame.uproject -cook -stage -archive -archivedirectory=${IpaDir} -package -clientconfig=Debug -ue4exe=UE4Editor -compressed -pak -prereqs -nodebuginfo -targetplatform=IOS -build -manifests -CrashReporter -utf8output -compile

注1:在windows配置好iOS远程构建环境,也可以在windows上构建iOS版本  详见:在 Windows 上构建 iOS 版本

注2:Mac上cook失败,提示:CookResults: Error: Package Native Shader Library failed for MacNoEditor.   可通过关掉Project Settings – Packing – Shared Material Native Library来解决

④ Linux ds — Debug版本包  会输出到${LinuxDir}目录中

${%EngineDir%}/Engine/Build/BatchFiles/RunUAT.sh BuildCookRun -project=${GameDir}/MyGame.uproject -build -cook -pak -stage -archive -archivedirectory=${LinuxDir} -package -serverconfig=Debug -server -noclient -targetplatform=Linux -ue4exe=UE4Editor -prereqs -nop4 -utf8output

注1:cook的临时文件存放在:%GameDir%\Saved\Cooked

注2:最后的版本存放在:%GameDir%\Archive

其他

清理Development版本的UE4引擎

"%EngineDir%\Engine\Build\BatchFiles\Clean.bat" UE4Editor Win64 Development -waitmutex

清理Development版本的MyGame项目

"%EngineDir%\Engine\Build\BatchFiles\Clean.bat" MyGameEditor Win64 Development "%GameDir%\MyGame.uproject" -waitmutex

为MyGame项目的TestMap_Main地图构建光照

"%EngineDir%\Engine\Build\BatchFiles\RunUAT.bat" RebuildLightmaps -project=%GameDir%\MyGame.uproject -MapsToRebuildLightMaps=TestMap_Main

在windows上重新打包和重签名,生成ipa文件  注:ipa文件生成在%GameDir%\Binaries\IOS\MyGame.ipa

"%EngineDir%\Engine\Binaries\DotNET\IOS\IPhonePackager.exe" RepackageFromStage "%GameDir%\MyGame.uproject" -config Development -schemename MyGame -schemeconfig "Development" -sign -codebased -stagedir "%GameDir%\Saved\StagedBuilds\IOS" -project "%GameDir%\MyGame.uproject" -provision "DGame.mobileprovision" -certificate "iPhone Developer: cert RDM (CFG5EWN5ME)"

问题:找不到XINPUT1_3.dll

安装引擎目录下Engine\Extras\Redist\en-us\UE4PrereqSetup_x64.exe

关于解决方案的Configuration

1. Debug 游戏模块和引擎模块均开启调试模式

2. DebugGame  游戏模块开启调试模式,引擎模板开启优化

3. Development  游戏模块和引擎模块均开启优化

4. Shipping 发行版本(会去掉所有编辑器功能、stat统计、性能分析以及GM命令等)游戏模块和引擎模块均开启优化

5. Test  含有stat统计、性能分析以及GM命令的Shipping版本

6. 带Editor表示为编辑器版本(含有很多编辑器相关的功能) 使用MyGameEditor.Target.cs的项目配置

7. 都不带表示为客户端版本    使用MyGame.Target.cs的项目配置

8. 带Server表示为服务器版本  使用MyGameServer.Target.cs的项目配置

在windows下编译通过,而在其他Linux、Android、iOS等平台编译不过的一些情况:

1. 斜杠问题

如:#include “Misc\FileHelper.h”   –>  #include “Misc/FileHelper.h”

2. 大小写问题

如:#include “HAL/PlatformFileManager.h”  –> #include “HAL/PlatformFilemanager.h”

3. 非英文字符

如:UE_LOG(LogTemp, Warning, TEXT(“test (xx)”);  –> UE_LOG(LogTemp, Warning, TEXT(“test (xx)”);

4. 使用非UE4的类型

如:INT AmmoCount;   –>  int32 AmmoCount;

5. 使用L来修饰字符串

如:L”MyTools”  –>  TEXT(“MyTools”)

6. 缺少#include某些头文件

原因是不同编译器递归展开头文件规则存在差别

--转载请注明: http://blog.coolcoding.cn/?p=4259