UE4 创建编辑器模块

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1. 打开工程的.uproject文件添加新模块Demo0113Editor

{
	"FileVersion": 3,
	"EngineAssociation": "4.20",
	"Category": "",
	"Description": "",
	"Enterprise": true,
	"Modules": [
		{
			"Name": "Demo0113",
			"Type": "Runtime",
			"LoadingPhase": "Default"
		},
		{
			"Name": "Demo0113Editor",
			"Type": "Editor",
			"LoadingPhase": "PostEngineInit",
			"AdditionalDependencies": [
				"Engine",
				"CoreUObject"
			]
		}
	]
}

2.同时修改工程的.Target.cs文件,添加编辑器模块

// Fill out your copyright notice in the Description page of Project Settings.

using UnrealBuildTool;
using System.Collections.Generic;

public class Demo0113EditorTarget : TargetRules
{
	public Demo0113EditorTarget(TargetInfo Target) : base(Target)
	{
		Type = TargetType.Editor;

		ExtraModuleNames.AddRange( new string[] { "Demo0113","Demo0113Editor" });
	}
}

3.在Source目录下创建Demo0113Editor文件夹,在此文件夹里面创建Demo0113Editor.Build.cs。


using UnrealBuildTool;

public class Demo0113Editor : ModuleRules
{
	public Demo0113Editor(ReadOnlyTargetRules Target):base(Target)
	{
		PublicDependencyModuleNames.AddRange(new string[] {
		"Core", "CoreUObject", "Engine", "InputCore", "RHI",
		"RenderCore", "ShaderCore" });
		
		PublicDependencyModuleNames.Add("Demo0113");
		
		PrivateDependencyModuleNames.AddRange(new string[] {"UnrealEd" });
	}
}

4.再创建模块头文件Demo0113Editor.h

#pragma once

#include "Engine.h"
#include "ModuleManager.h"
#include "UnrealEd.h"

class FDemo0113Editor: public IModuleInterface
{
};

5.再创建模块.CPP文件,Demo0113Editor.cpp

#include "Demo0113Editor.h"

IMPLEMENT_GAME_MODULE(FDemo0113Editor,Demo0113Editor)

6.最后右键.uproject文件,选择Generate Visual Studio Project files.编译完成后,打开VS,可以发现模块已添加。

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