iOS原生与UE4混编:UE4中如何使用iOS静态库

应用场景:iOS原生与UE4混编:方案调研

UE4 使用iOS静态库

UE4 引擎加载时调用

void LoadIOSF(ReadOnlyTargetRules Target){
         if(Target.Platform == UnrealTargetPlatform.IOS){
			 
			 PublicAdditionalFrameworks.Add(new Framework("NativeFramework","../../Plugins/ios/NativeFramework.framework.zip", "NativeFramework.bundle"));
			 PublicAdditionalFrameworks.Add(new Framework("AFNetworking","../../Plugins/ios/AFNetworking.framework.zip"));
			 PublicAdditionalFrameworks.Add(new Framework("FDFullscreenPopGesture","../../Plugins/ios/FDFullscreenPopGesture.framework.zip"));
			 PublicAdditionalFrameworks.Add(new Framework("Masonry","../../Plugins/ios/Masonry.framework.zip"));
			 PublicAdditionalFrameworks.Add(new Framework("MBProgressHUD","../../Plugins/ios/MBProgressHUD.framework.zip"));
			 PublicAdditionalFrameworks.Add(new Framework("MJRefresh","../../Plugins/ios/MJRefresh.framework.zip", "MJRefresh.bundle"));
		 }
    }

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第一个参数是Framework的名称,第二个参数是Framework的路径,第三个参数是资源的路径。(一般都跟Framwork同级目录,所以直接写名称即可。注意这里必填,不然bundle不会生效,有些文章说可以不填,笔者就踩了这个坑,不填不生效)

静态库压缩后放的目录
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以MJRefresh.framework.zip 为例,解压状态:
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转载自blog.csdn.net/Yj_sail/article/details/113556359