Build.cs文件里面加上"Projects"模块,要不然报错
// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "Modules/ModuleManager.h"
class FOpenFacePlusModule : public IModuleInterface
{
public:
/** IModuleInterface implementation */
virtual void StartupModule() override;
virtual void ShutdownModule() override;
/** Handle to the test dll we will load */
void* OpenFaceHandle;
};
加载模块这里添加个指针,存dll的句柄
// Copyright Epic Games, Inc. All Rights Reserved.
#include "OpenFacePlus.h"
//dll
#include "Core.h"
#include "Modules/ModuleManager.h"
#include "Interfaces/IPluginManager.h"
#define LOCTEXT_NAMESPACE "FOpenFacePlusModule"
void FOpenFacePlusModule::StartupModule()
{
//加载dll
FString BaseDir = IPluginManager::Get().FindPlugin("OpenFacePlus")->GetBaseDir();
FString LibraryPath;
#if PLATFORM_WINDOWS
LibraryPath = FPaths::Combine(*BaseDir, TEXT("Binaries/ThirdPa

本文介绍如何在UE中加载DLL并调用其内部函数,包括构建模块、获取DLL句柄及调用示例。同时对比了Debug与Release模式下DLL性能差异。
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