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。