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This is a Create UE StandaloneApplication tool.
using UnrealBuildTool;
public class EditorProgram : ModuleRules
{
public EditorProgram(ReadOnlyTargetRules Target) : base(Target)
{
PublicIncludePaths.AddRange(
new string[]
{
"Runtime/Launch/Public",
"Programs/EditorProgram/Source/Public",
});
PrivateIncludePaths.AddRange(
new string[]
{
"Runtime/Launch/Private", // For LaunchEngineLoop.cpp include
"Programs/EditorProgram/Source/Private"
});
PrivateDependencyModuleNames.AddRange(
new string[] {
"AppFramework",
"Core",
"ApplicationCore",
"Projects",
"Slate",
"SlateCore",
"InputCore",
"SlateReflector",
"StandaloneRenderer",
"Engine"
}
);
}
}
加入“Engine”等模块,编译会失败
using UnrealBuildTool;
using System.Collections.Generic;
[SupportedPlatforms(UnrealPlatformClass.All)]
public class EditorProgramTarget : TargetRules
{
public EditorProgramTarget(TargetInfo Target) : base(Target)
{
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
LaunchModuleName = "EditorProgram";
ExtraModuleNames.Add("EditorStyle");
// Lean and mean
bCompileLeanAndMeanUE = true;
// Whether to compile WITH_EDITORONLY_DATA disabled. Only Windows will use this, other platforms force this to false.
//bBuildWithEditorOnlyData = false;
// Compile out references from Core to the rest of the engine
bCompileAgainstEngine = true;
// Enabled for all builds that include the CoreUObject project. Disabled only when building standalone apps that only link with Core.
bCompileAgainstCoreUObject = false;
// Whether to include plugin support.
bCompileWithPluginSupport = true;
// Enable exceptions for all modules
bForceEnableExceptions = false;
// Enable RTTI for all modules.
// bForceEnableRTTI = true;
// If ture the program entrance is WinMain,otherwise entrance is main
bIsBuildingConsoleApplication = false;
}
}
1>------ Build started: Project: EditorProgram, Configuration: Development_Program x64 ------
1>Creating makefile for EditorProgram (changes to target files)
1>Using Visual Studio 2017 14.26.28801 toolchain (C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.26.28801) and Windows 10.0.18362.0 SDK (C:\Program Files (x86)\Windows Kits\10).
1>Building UnrealHeaderTool...
1>Target is up to date
1>Total build time: 0.10 seconds (NoActionsToExecute executor: 0.00 seconds)
1>Parsing headers for EditorProgram
1> Running UnrealHeaderTool EditorProgram "E:\UE4\UnrealEngine-4.21.2-release\Engine\Intermediate\Build\Win64\EditorProgram\Development\EditorProgram.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors
1>EXEC : error : Couldn't find parent type for 'MovieScene2DTransformTrack' named 'UMovieScenePropertyTrack' in current module or any other module parsed so far.
1>EXEC : error : UnrealHeaderTool failed for target 'EditorProgram' (platform: Win64, module info: E:\UE4\UnrealEngine-4.21.2-release\Engine\Intermediate\Build\Win64\EditorProgram\Development\EditorProgram.uhtmanifest, exit code: OtherCompilationError (5)).
1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets(46,5): error MSB3075: The command "chcp 65001 >NUL && ....\Build\BatchFiles\Build.bat EditorProgram Win64 Development -WaitMutex -FromMsBuild" exited with code 5. Please verify that you have sufficient rights to run this command.
1>Done building project "EditorProgram.vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 2 up-to-date, 0 skipped ==========
理论上,program类型可以依赖编译任何模块进行测试,但是我随便依赖引擎相关的模块都是失败了,请教下如何解决?
Wow.. Great tool.
I am trying to develop a console application which generates few meshes and saves them as .uasset files and pack them as .Pak files.
I have created the StandaloneApplication with your tool and trying to modify it to achieve the functionality. I could not understand what modules to include (the build targets stuff etc.)
Can you please give some clues?
Thanks in advance.
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