注意,需要有源代码版本的 Unreal Engine,而不是从游戏 Launcher 中下载的 Unreal 版本。
本文使用是 Unreal Engine 5.1 版本。关于一些基础 API 介绍,可以参考之前的一篇。
可以将 Engine\Source\Programs\BlankProgram
作为模板拷贝一份,然后重新命名(可以使用文本编辑器进行全局替换之类的),这里命名成 CircleLiveLinkProvider
,作为 Program 的起点。
使用 GenerateProjectFiles
刷新项目,这样新的 Program 就会出现在 UE 的工程中。
// CircleLiveLinkProvider.cpp
#include "CircleLiveLinkProvider.h"#include "RequiredProgramMainCPPInclude.h"DEFINE_LOG_CATEGORY_STATIC(LogCircleLiveLinkProvider, Log, All);IMPLEMENT_APPLICATION(CircleLiveLinkProvider, "CircleLiveLinkProvider");INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{GEngineLoop.PreInit(ArgC, ArgV);UE_LOG(LogCircleLiveLinkProvider, Display, TEXT("Hello World"));FEngineLoop::AppExit();return 0;
}
编译一下,在 Engine\Binaries\Win64
(应该是对应平台下,我用的是 Windows,所以是在 Win64)文件夹下,会有对应编译好的可执行文件。
如果想让程序独立引擎进行运行,需要使用和 Unreal 源码组织结构相同的目录层次结构。如果这时候你把生成的 .exe 拷贝出来运行,是会出现警告的,会提示没有游戏配置和引擎配置。
LogPaths: Warning: No paths for game localization data were specifed in the game configuration.
LogInit: Warning: No paths for engine localization data were specifed in the engine configuration.
LogCircleLiveLinkProvider: Display: Hello World
但是如果在 Engine\Binaries\Win64
文件夹下进行运行(也就是程序生成的目录),并不会出现这种问题。
这种裸 exe 其实是会有一些副作用的,比如我的电脑上,运行之后,会在
C:\Engine
中生成日志文件。
要想真正独立运行,我们需要把 .exe,放入到一个 伪装 的 Engine 下面。我们按照 Engine\Binaries\Win64
创建文件夹,并把引擎 Engine.和游戏配置拷贝出来。
CircleLiveLinkProvider
└─Engine├─Binaries│ └─Win64│ CircleLiveLinkProvider.exe│ CircleLiveLinkProvider.pdb│└─ConfigBase.iniBaseEngine.iniBaseGame.ini
这样这个 Program 就可以独立运行了。运行程序之后,会发现自动在 Engine
文件夹中生成了 Programs
和 Saved
└─Engine├─Binaries│ └─Win64│ CircleLiveLinkProvider.exe│ CircleLiveLinkProvider.pdb│├─Config│ Base.ini│ BaseEngine.ini│ BaseGame.ini│├─Programs│ └─CircleLiveLinkProvider│ └─Saved│ ├─Config│ │ ├─CrashReportClient│ │ │ └─UECC-Windows-69032E0743138D60D19DF9BAA8B91E3E│ │ │ CrashReportClient.ini│ │ ││ │ └─WindowsEditor│ │ Engine.ini│ │ Game.ini│ ││ └─Logs│ CircleLiveLinkProvider.log│└─Saved└─Config└─WindowsEditorManifest.ini
可以看到,日志就会出现在我们创建的文件夹中,而不会出现在系统默认(缺省)的执行路径中。
引入 LiveLink 所需的依赖,LiveLink 默认依赖 Udp,所以需要引入 Messaging
和 UdpMessaging
。
// Copyright Epic Games, Inc. All Rights Reserved.using UnrealBuildTool;public class CircleLiveLinkProvider : ModuleRules
{public CircleLiveLinkProvider(ReadOnlyTargetRules Target) : base(Target){PublicIncludePaths.Add("Runtime/Launch/Public");PrivateIncludePaths.Add("Runtime/Launch/Private"); // For LaunchEngineLoop.cpp includePrivateDependencyModuleNames.AddRange(new[]{"Core","CoreUObject","Projects","LiveLinkMessageBusFramework","LiveLinkInterface","Messaging","UdpMessaging",});}
}
// Copyright Epic Games, Inc. All Rights Reserved.using UnrealBuildTool;
using System.Collections.Generic;[SupportedPlatforms(UnrealPlatformClass.All)]
public class CircleLiveLinkProviderTarget : TargetRules
{public CircleLiveLinkProviderTarget(TargetInfo Target) : base(Target){Type = TargetType.Program;IncludeOrderVersion = EngineIncludeOrderVersion.Latest;LinkType = TargetLinkType.Monolithic;LaunchModuleName = "CircleLiveLinkProvider";// Lean and meanbBuildDeveloperTools = false;// Never use malloc profiling in Unreal Header Tool. We set this because often UHT is compiled right before the engine// automatically by Unreal Build Tool, but if bUseMallocProfiler is defined, UHT can operate incorrectly.bUseMallocProfiler = false;// Editor-only is enabled for desktop platforms to run unit tests that depend on editor-only data// It's disabled in test and shipping configs to make profiling similar to the gamebool bDebugOrDevelopment = Target.Configuration == UnrealTargetConfiguration.Debug || Target.Configuration == UnrealTargetConfiguration.Development;bBuildWithEditorOnlyData = Target.Platform.IsInGroup(UnrealPlatformGroup.Desktop) && bDebugOrDevelopment;// Currently this app is not linking against the engine, so we'll compile out references from Core to the rest of the enginebCompileAgainstEngine = false;bCompileAgainstCoreUObject = true; // !! 注意这里bCompileAgainstApplicationCore = false;bCompileICU = false;// UnrealHeaderTool is a console application, not a Windows app (sets entry point to main(), instead of WinMain())bIsBuildingConsoleApplication = true;}
}
在源码文件夹下创建两个文件,LiveLinkCore.h
和 LiveLinkCore.cpp
,然后重新运行 GenerateProjectFiles
刷新项目的工程文件。
// LiveLinkCore.h
#pragma once#include "CoreMinimal.h"
#include "Misc/FrameRate.h"struct ILiveLinkProvider;struct FLiveLinkProviderCoreInitArgs
{FLiveLinkProviderCoreInitArgs(int32 Argc, TCHAR* ArgV[]);FFrameRate Framerate = FFrameRate(60, 1);FString SourceName{ TEXT("CircleLiveLinkProvider" });
};class CIRCLELIVELINKPROVIDER_API LiveLinkCore
{
public:explicit LiveLinkCore(const FLiveLinkProviderCoreInitArgs& InitArgs);int32 Run();~LiveLinkCore();private:void StartProvider();void Tick(float DeltaTime);void StopProvider() const;private:double FrameTime;FLiveLinkProviderCoreInitArgs InitArgs;TSharedPtr LiveLinkProvider;
};
因为我们不想在这里就引入 LiveLink 的头文件,所以使用了前向声明 struct ILiveLinkProvider;
。
程序的大体结构设计就是 FLiveLinkProviderCoreInitArgs
负责解析命令行参数,然后将他注入到 LiveLinkCore
中,之后程序逻辑由 LiveLinkCore
负责。
// LiveLinkCore.cpp
#include "LiveLinkCore.h"DEFINE_LOG_CATEGORY_STATIC(LogCircleLiveLinkProviderCore, Log, All);FLiveLinkProviderCoreInitArgs::FLiveLinkProviderCoreInitArgs(const int32 ArgC, TCHAR* ArgV[])
{const FString CmdLine = FCommandLine::BuildFromArgV(nullptr, ArgC, ArgV, nullptr);FCommandLine::Set(*CmdLine);if (FString Value; FParse::Value(*CmdLine, TEXT("-Framerate="), Value)){FParse::Value(*Value, TEXT("Numerator="), Framerate.Numerator);FParse::Value(*Value, TEXT("Denominator="), Framerate.Denominator);}FParse::Value(*CmdLine, TEXT("-SourceName="), SourceName);
}
Framerate.Numerator
是分母,Framerate.Denominator
是分子,Framerate.Numerator
为 60,Framerate.Denominator
为 1,就是 60 帧 1s。
使用非常简单,在头文件中包含该头文件:
// CircleLiveLinkProvider.h
#pragma once#include "CoreMinimal.h"
#include "LiveLinkCore.h"
// ...
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{int32 Result = GEngineLoop.PreInit(ArgC, ArgV, TEXT(" -messaging"));check(Result == 0);check(GConfig && GConfig->IsReadyForUse());FLiveLinkProviderCoreInitArgs LoopInitArgs(ArgC, ArgV);FEngineLoop::AppExit();return Result;
}
游戏内不会默认启用UDP消息传递。可以通过在打包好的游戏( 不支持发布目标 )内添加 -messaging 来启用它。文档
构造函数和析构函数:
LiveLinkCore::LiveLinkCore(const FLiveLinkProviderCoreInitArgs& InitArgs):FrameTime(0.0), InitArgs(InitArgs)
{
}LiveLinkCore::~LiveLinkCore()
{
}void LiveLinkCore::StartProvider()
{LiveLinkProvider = ILiveLinkProvider::CreateLiveLinkProvider(InitArgs.SourceName);FLiveLinkStaticDataStruct StaticData = FLiveLinkStaticDataStruct(FLiveLinkTransformStaticData::StaticStruct());FLiveLinkTransformStaticData& TransformStaticData = *StaticData.Cast();TransformStaticData.PropertyNames.Add(TEXT("Cosine"));TransformStaticData.PropertyNames.Add(TEXT("Sinine"));LiveLinkProvider->UpdateSubjectStaticData(*InitArgs.SourceName, ULiveLinkTransformRole::StaticClass(), MoveTemp(StaticData));
}void LiveLinkCore::StopProvider() const
{LiveLinkProvider->RemoveSubject(*InitArgs.SourceName);
}
加载模块:
INT32_MAIN_INT32_ARGC_TCHAR_ARGV()
{int32 Result = GEngineLoop.PreInit(ArgC, ArgV, TEXT(" -messaging"));check(Result == 0);check(GConfig && GConfig->IsReadyForUse());ProcessNewlyLoadedUObjects();FModuleManager::Get().StartProcessingNewlyLoadedObjects();FModuleManager::Get().LoadModuleChecked(TEXT("UdpMessaging"));FPlatformMisc::SetGracefulTerminationHandler();FLiveLinkProviderCoreInitArgs LoopInitArgs(ArgC, ArgV);FEngineLoop::AppPreExit();FModuleManager::Get().UnloadModulesAtShutdown();FEngineLoop::AppExit();return Result;
}
主循环:
int32 LiveLinkCore::Run()
{checkf(InitArgs.Framerate.AsInterval() > 0, TEXT("IdealFramerate must be greater than zero!"));checkf(!InitArgs.SourceName.IsEmpty(), TEXT("Source name cannot be empty!"));double DeltaTime = 0.0;FrameTime = FPlatformTime::Seconds();const float IdealFrameTime = InitArgs.Framerate.AsInterval();StartProvider();while (!IsEngineExitRequested()){Tick(DeltaTime);FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);FTSTicker::GetCoreTicker().Tick(DeltaTime);GFrameCounter++;IncrementalPurgeGarbage(true, FMath::Max(0.002f, IdealFrameTime - (FPlatformTime::Seconds() - FrameTime)));FPlatformProcess::Sleep(FMath::Max(0.0f, IdealFrameTime - (FPlatformTime::Seconds() - FrameTime)));const double CurrentTime = FPlatformTime::Seconds();DeltaTime = CurrentTime - FrameTime;FrameTime = CurrentTime;}StopProvider();UE_LOG(LogCircleLiveLinkProviderCore, Display, TEXT("%s Shutdown"), *InitArgs.SourceName);FTaskGraphInterface::Get().ProcessThreadUntilIdle(ENamedThreads::GameThread);return 0;
}
帧数据:
void LiveLinkCore::Tick(float DeltaTime)
{FLiveLinkFrameDataStruct FrameDataStruct = FLiveLinkFrameDataStruct(FLiveLinkTransformFrameData::StaticStruct());FLiveLinkTransformFrameData& TransformFrameData = *FrameDataStruct.Cast();const float Radians = FMath::DegreesToRadians(GFrameCounter % 360);const float CosValue = FMath::Cos(Radians);const float SinValue = FMath::Sin(Radians);const int ScaleFactor = 200;TransformFrameData.Transform.SetLocation(FVector(ScaleFactor * CosValue, ScaleFactor * SinValue, ScaleFactor));TransformFrameData.PropertyValues.Add(CosValue);TransformFrameData.PropertyValues.Add(SinValue);if (GFrameCounter % 100 == 0){UE_LOG(LogCircleLiveLinkProviderCore, Display, TEXT("(%d) - Cosine: %f Sine: %f"), GFrameCounter, CosValue, SinValue);}TransformFrameData.WorldTime = FrameTime;const FTimecode EngineTimeCode = FTimecode(FrameTime, InitArgs.Framerate, true);TransformFrameData.MetaData.SceneTime = FQualifiedFrameTime(EngineTimeCode, InitArgs.Framerate);LiveLinkProvider->UpdateSubjectFrameData(*InitArgs.SourceName, MoveTemp(FrameDataStruct));
}
LogCircleLiveLinkProviderCore: Display: (0) - Cosine: 1.000000 Sine: 0.000000
LogCircleLiveLinkProviderCore: Display: (100) - Cosine: -0.173648 Sine: 0.984808
LogCircleLiveLinkProviderCore: Display: (200) - Cosine: -0.939693 Sine: -0.342020
LogCircleLiveLinkProviderCore: Display: (300) - Cosine: 0.500000 Sine: -0.866025
LogCore: Warning: *** INTERRUPTED *** : SHUTTING DOWN
LogCore: Warning: *** INTERRUPTED *** : CTRL-C TO FORCE QUIT
LogCircleLiveLinkProviderCore: Display: CircleLiveLinkProvider Shutdown
可以看到退出的时候并不是暴力退出,而是有一段优雅退出的过程。
在游戏中勾选上 LiveLink 插件,重启编辑器
在编辑器内可以看到消息:
新建一个 Actor,添加一个 LiveLinkComponentController
,选择主题。可以看到编辑器里的 Cube 在做圆周运动了。
要在打包后的游戏中使用 LiveLink,需要保存预设,并且在游戏启动的时候引入预设。
新建一个变量,设置为我们保存的预设:
启动的时候应用该预设,
项目设置中,设置为默认预设:
在这里插入代码片
这样就可以打包,但在启动的时候需要加上 -messaging
。
本文只是介绍一下基于 Unreal 的 Program 程序的开发,Unreal 某种意义上是一个平台,支持使用内部的 API 进行定制开发。当然,目前用的还是内置的数据结构,没有自定义数据结构,而且还有一点点关于如何从蓝图中获取和处理数据的部分没有涉及。