隐式导入需要lib文件,dll文件,h文件
和传统c++不一样的是UE4不需要
#pragma comment(lib, "Dll2.lib")
而是需要在c#里面改东西
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class Chess : ModuleRules
{
private string ModulePath
{
get
{
return ModuleDirectory;
}
}
private string ThirdPartyPath
{
get
{
return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/Lib/"));
}
}
public void LoadxxxLib()
{
PublicAdditionalLibraries.Add(Path.Combine(ThirdPartyPath, "Dll2.lib"));
PublicDelayLoadDLLs.Add("Dll2.dll");
RuntimeDependencies.Add(new RuntimeDependency(ThirdPartyPath + "Dll2.dll"));
return;
}
public Chess(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
// ... add public include paths required here ...
Path.Combine(ThirdPartyPath),
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
Path.Combine(ThirdPartyPath),
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"Slate",
"SlateCore",
// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
LoadxxxLib();
}
}
用的时候注意路径
之后就可以使用头文件里面的类了
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