3 Register XML file to integrate to the project¶
Then you need to insert build code into ProjectName.build.cs to compile this project.
- Copy the following code.
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")));
}
- Paste this segment into ProjectName.build.cs, (Highlighted in red.). Be aware that “filename.xml” should be
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"));
}
}
}