我想4.虛幻引擎4靜態鏈接第三方庫/ SDK(libZPlay)
我想包括第三方庫/ SDK稱爲libZPlay靜態第三方庫鏈接到虛幻引擎。我試圖遵循Linking Static Libraries Using The Build System wiki指南,但是,我遇到了問題。我正在使用UE 4.8.0,libZPlay是一個32位庫。
以下是以下指導後,我的當前版本的文件:
using UnrealBuildTool;
using System.IO;
public class Rhythm : ModuleRules{
//for linking 3rd party libraries
private string ModulePath{
get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
}
private string ThirdPartyPath{
get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
//normal after this
public Rhythm(TargetInfo Target){
MinFilesUsingPrecompiledHeaderOverride = 1;//faster builds
bFasterWithoutUnity = true;//faster builds
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });//for UMG
LoadlibZPlay(Target); //load libZPlay library
}
public bool LoadlibZPlay(TargetInfo Target){
bool isLibrarySupported = false;
if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32)){
isLibrarySupported = true;
string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86"; //prob not needed since only one version of the file
string LibrariesPath = Path.Combine(ThirdPartyPath, "libZPlay", "Libraries");
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.lib"));
//PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay_borland.lib"));
PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.a"));
//PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.dll"));
PublicDelayLoadDLLs.Add(Path.Combine(LibrariesPath, "libzplay.dll"));
}
if (isLibrarySupported){
//include path
PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "libZPlay", "Includes"));
}
Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0));
return isLibrarySupported;
}
}
我在項目的根目錄中的第三方文件夾,一個libZPlay文件夾中有一個包含包含我的頭文件的文件夾。另外,在libZPlay文件夾中有一個包含我的libZPlay.dll,libZPlay.lib和libZPlay.a文件的Libraries文件夾。頭文件以下列方式包含:#include「../../ThirdParty/libZPlay/Includes/libzplay.h」。所有這些添加完成後,視覺工作室文件也被重新生成。
我嘗試運行的功能從上述所謂的「CreateZPlay()」,如下圖所示外部庫:
void UMusicAnalyzerWidget::initilizeMusicAnalyzer(){
player = libZPlay::CreateZPlay();
filePath = "D:/Christian/Music/Archive/Stick Me In My Heart (Radio Edit).mp3";
}
「球員」是UMusicAnalyzerWidget類中創建了一個ZPlay指針,功能非常創建和初始化對象。然而,試圖建立時/編譯我收到以下錯誤:
Error 8 error LNK2019: unresolved external symbol __imp_CreateZPlay referenced in function "public: void __cdecl UMusicAnalyzerWidget::execinitilizeMusicAnalyzer(struct FFrame &,void * const)" ([email protected]@@[email protected]@[email protected]) D:\GitHub\Rhythm\Rhythm\Intermediate\ProjectFiles\MusicAnalyzerWidget.cpp.obj Rhythm
Error 9 error LNK1120: 1 unresolved externals D:\GitHub\Rhythm\Rhythm\Binaries\Win64\UE4Editor-Rhythm.dll 1 1 Rhythm
Error 10 error : Failed to produce item: D:\GitHub\Rhythm\Rhythm\Binaries\Win64\UE4Editor-Rhythm.dll D:\GitHub\Rhythm\Rhythm\Intermediate\ProjectFiles\ERROR Rhythm
Error 11 error MSB3075: The command ""D:\Programs\Epic Games\4.8\Engine\Build\BatchFiles\Rebuild.bat" RhythmEditor Win64 Development "D:\GitHub\Rhythm\Rhythm\Rhythm.uproject" -rocket" exited with code 5. Please verify that you have sufficient rights to run this command. C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets 43 5 Rhythm
一堆環顧四周,東西后,我被卡住,不知道如何着手。我相信它可能是因爲這是一個32位庫(沒有任何64位版本),而虛幻引擎4僅在64位編譯。任何見解都會很棒!
是的,我知道它不適用於32位二進制文件。我決定使用不同的庫。不過,我想知道如何從給定的內容創建64位二進制文件。 – ChrisTheEngineer
找不到您爲庫提供的鏈接,但是,您只需要在64位配置中重新編譯它即可。 – MuertoExcobito