if (Target.bBuildEditor) { PrivateIncludePaths.Add(System.IO.Path.Combine(GetModuleDirectory("LevelEditor"), "Private")); PrivateDependencyModuleNames.Add("LevelEditor"); PrivateDependencyModuleNames.Add("SourceControlWindows"); PrivateDependencyModuleNames.Add("ProjectSettingsViewer"); PrivateDependencyModuleNames.Add("UnrealEd"); PrivateDependencyModuleNames.Add("AssetTools"); PrivateDependencyModuleNames.Add("ToolMenus"); PrivateDependencyModuleNames.Add("Blutility"); }
注意上面PrivateIncludePaths加入了LevelEditor/Private目录,则包含头文件时应如下:
#if (ENGINE_MAJOR_VERSION >= 5) && (ENGINE_MINOR_VERSION <= 1) #include "LevelEditor/Private/SLevelEditor.h" #else #include "SLevelEditor.h" #endif
同样的还有Classes目录的头文件引用:
#if (ENGINE_MAJOR_VERSION >= 5) && (ENGINE_MINOR_VERSION <= 1) #include "LevelEditor/Private/SLevelEditor.h" #include "Blutility/Classes/EditorUtilityWidgetBlueprint.h" #else #include "EditorUtilityWidgetBlueprint.h" #endif |