如何添加C++宏定义
UE4工程中,修改VS的工程设置来添加宏定义是行不通的,比如这样:
这样添加以后不会生效!
需要在“工程名.Build.cs”文件的构造函数中添加:Definitions.Add()。
这样就不用修改引擎安装目录下的Android.mk文件了(路径在:Epic Games\4.11\Engine\Build\Android\Java\jni\)
参考代码:https://github.com/monsieurgustav/UE4-OSC/blob/master/OSC/Source/OSC/OSC.Build.cs
- using UnrealBuildTool;
- public class HuaiKX : ModuleRules
- {
- public HuaiKX(TargetInfo Target)
- {
- PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "UMG", "Slate", "SlateCore" });
- PrivateDependencyModuleNames.AddRange(new string[] { });
- Definitions.Add("_CRT_SECURE_NO_WARNINGS");
- }
- }
官网论坛上很多说法是下面这种情况,这种我试过行不通,可能是早期UE4版本的方式,目前版本无效了:
在工程的工程名.Target.cs文件添加
- public override void SetupGlobalEnvironment(
- TargetInfo Target,
- ref LinkEnvironmentConfiguration OutLinkEnvironmentConfiguration,
- ref CPPEnvironmentConfiguration OutCPPEnvironmentConfiguration
- )
- {
- OutCPPEnvironmentConfiguration.Definitions.Add("_CRT_SECURE_NO_WARNINGS");
- }
Unreal Build System Target Files(这个官方文档中讲的方法已经过期,可以忽略)
https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/TargetFiles/index.html
How can I differentiate between Macros for DebugGame Editor vs Development Editor?
https://answers.unrealengine.com/questions/44046/predefined-macros-for-debuggame-editor-vs-developm.html
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