原文:
Is it possible to compile RakNet using UE4?
https://answers.unrealengine.com/questions/158112/is-it-possible-to-compile-raknet-using-ue4.html
Steps to add RakNet (release) to UE4:
1,Download RakNet.
2,Copy "RakNet-master" folder to "UE4/Engine/Source/ThirdParty/RakNet/".
3,Create there "RakNet.Build.cs"
using UnrealBuildTool; public class RakNet : ModuleRules { public RakNet(TargetInfo Target) { Type = ModuleType.External; if (Target.Platform == UnrealTargetPlatform.Win64) { PublicIncludePaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "RakNet/RakNet-master/Source/"); PublicLibraryPaths.Add(UEBuildConfiguration.UEThirdPartySourceDirectory + "RakNet/RakNet-master/Lib/"); PublicAdditionalLibraries.Add("RakNet_vs2008_libstatic_release_x64.lib"); } } }
4,Open RakNet_VS2008.sln with VS2013. Conversion will be automatically fine.
5,Set build mode "Release" / "x64".
6,Change "LibStatic" project properties: C/C++/CodeGeneration/Runtime Library = Multi-threaded DLL (taken from https://wiki.unrealengine.com/Linking_Static_Libraries_Using_The_Build_System)
7,Build "LibStatic".
8,Add to your "Project.Build.cs" following:
PrivateDependencyModuleNames.Add("RakNet");
需要添加的头文件:
#include "AllowWindowsPlatformTypes.h" // UE4 #include "RakPeerInterface.h" #include "MessageIdentifiers.h" #include "BitStream.h" #include "RakNetTypes.h" #include "Rand.h" #include "HideWindowsPlatformTypes.h" // UE4