[UE4]如何添加C++宏定义(包括Android.mk中的LOCAL_CFLAGS)

UE4工程中,修改VS的工程设置来添加宏定义是行不通的,比如这样:


 
 这样添加以后不会生效!

 

需要在“工程名.Build.cs”文件的构造函数中添加:Definitions.Add()

 这样就不用修改引擎安装目录下的Android.mk文件了(路径在:Epic Games\4.11\Engine\Build\Android\Java\jni\)

参考代码:https://github.com/monsieurgustav/UE4-OSC/blob/master/OSC/Source/OSC/OSC.Build.cs

using UnrealBuildTool;

public class HuaiKX : ModuleRules
{
	public HuaiKX(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Slate", "SlateCore" });
		PrivateDependencyModuleNames.AddRange(new string[] {  });


        Definitions.Add("_CRT_SECURE_NO_WARNINGS");
    }
}


官网论坛上很多说法是下面这种情况,这种我试过行不通,可能是早期UE4版本的方式,目前版本无效了:

在工程的工程名.Target.cs文件添加

public override void SetupGlobalEnvironment(
        TargetInfo Target,
        ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
        ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
        )
{
	OutCPPEnvironmentConfiguration.Definitions.Add("_CRT_SECURE_NO_WARNINGS");
}

 

 

Unreal Build System Target Files(这个官方文档中讲的方法已经过期,可以忽略

https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/TargetFiles/index.html

 

How can I differentiate between Macros for DebugGame Editor vs Development Editor?

https://answers.unrealengine.com/questions/44046/predefined-macros-for-debuggame-editor-vs-developm.html

 

猜你喜欢

转载自aigo.iteye.com/blog/2278900