.. _3 Register XML file to integrate to the project: 3 Register XML file to integrate to the project ============================================================== Then you need to insert build code into ProjectName.build.cs to compile this project. a) Copy the following code. .. code-block:: c++ if(Target.Platform == UnrealTargetPlatform.Android) { PrivateDependencyModuleNames.AddRange(new string[] { "Launch" }); String LocalPath = Utils.MakePathRelativeTo(ModuleDirectory, BuildConfiguration.RelativeEnginePath); AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", (LocalPath + "/ filename.xml"))); } b) Paste this segment into ProjectName.build.cs, (Highlighted in red.). Be aware that “filename.xml” should be .. code-block:: C++ using UnrealBuildTool; using System.IO; public class MYJar : ModuleRules { public MYJar(ReadOnlyTargetRules Target) : base(Target) { PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs; PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" }); PrivateDependencyModuleNames.AddRange(new string[] { }); // Uncomment if you are using Slate UI // PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" }); // Uncomment if you are using online features // PrivateDependencyModuleNames.Add("OnlineSubsystem"); // To include OnlineSubsystemSteam, add it to the plugins section in your uproject file with the Enabled attribute set to true if (Target.Platform == UnrealTargetPlatform.Android) { PrivateDependencyModuleNames.AddRange(new string[] { "Launch" }); AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", ModuleDirectory + "/CPPJAVAS.xml")); } } }