虚幻引擎4链接静态第三方库/SDK(libZPlay)

Unreal Engine 4 linking static 3rd party library/SDK (libZPlay)

本文关键字:SDK libZPlay 第三方 引擎 链接 静态      更新时间:2023-10-16

我正在尝试将一个静态第三方库链接到虚幻引擎4。

我正在尝试包含一个名为libZPlay的第三方库/SDK。我试着遵循"使用构建系统链接静态库"wiki指南,但是遇到了问题。我使用的是UE4.8.0,libZPlay是一个32位库。

以下是我在遵循指南后的当前构建文件:

using UnrealBuildTool;
using System.IO;
public class Rhythm : ModuleRules{
//for linking 3rd party libraries 
private string ModulePath{
    get { return Path.GetDirectoryName(RulesCompiler.GetModuleFilename(this.GetType().Name)); }
}
private string ThirdPartyPath{
    get { return Path.GetFullPath(Path.Combine(ModulePath, "../../ThirdParty/")); }
}
//normal after this
public Rhythm(TargetInfo Target){
    MinFilesUsingPrecompiledHeaderOverride = 1;//faster builds
    bFasterWithoutUnity = true;//faster builds
    PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore" });
    PrivateDependencyModuleNames.AddRange(new string[] { "Slate", "SlateCore" });//for UMG
    LoadlibZPlay(Target); //load libZPlay library
}
public bool LoadlibZPlay(TargetInfo Target){
    bool isLibrarySupported = false;
    if ((Target.Platform == UnrealTargetPlatform.Win64) || (Target.Platform == UnrealTargetPlatform.Win32)){
        isLibrarySupported = true;
        string PlatformString = (Target.Platform == UnrealTargetPlatform.Win64) ? "x64" : "x86"; //prob not needed since only one version of the file
        string LibrariesPath = Path.Combine(ThirdPartyPath, "libZPlay", "Libraries");
        PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.lib"));
        //PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay_borland.lib"));
        PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.a"));
        //PublicAdditionalLibraries.Add(Path.Combine(LibrariesPath, "libzplay.dll"));
        PublicDelayLoadDLLs.Add(Path.Combine(LibrariesPath, "libzplay.dll"));
    }
    if (isLibrarySupported){
        //include path
        PublicIncludePaths.Add(Path.Combine(ThirdPartyPath, "libZPlay", "Includes"));
    }
    Definitions.Add(string.Format("WITH_LIBZPLAY_BINDING={0}", isLibrarySupported ? 1 : 0));
    return isLibrarySupported;
}

}

我在项目的根目录中有一个ThirdParty文件夹,其中有一个libZPlay文件夹,其中包含一个包含我的头文件的Includes文件夹。此外,在libZPlay文件夹中还有一个Libraries文件夹,其中包含我的libZPlay.dll、libZPlay.lib和libZPlay.a文件。头文件以以下方式包含:#include"../../ThirdParty/libZPlay/Includes/libZPlay.h"。添加所有这些之后,visual studio文件也被重新生成。

我试着从上述外部库运行一个名为"CreateZPlay()"的函数,如下所示:

void UMusicAnalyzerWidget::initilizeMusicAnalyzer(){
  player = libZPlay::CreateZPlay();
  filePath = "D:/Christian/Music/Archive/Stick Me In My Heart (Radio Edit).mp3";
}

"player"是在UMusicAnalyzerWidget类中创建的ZPlay指针,该函数几乎创建并初始化对象。然而,当尝试构建/编译时,我会遇到以下错误:

Error   8   error LNK2019: unresolved external symbol __imp_CreateZPlay referenced in function "public: void __cdecl UMusicAnalyzerWidget::execinitilizeMusicAnalyzer(struct FFrame &,void * const)" (?execinitilizeMusicAnalyzer@UMusicAnalyzerWidget@@QEAAXAEAUFFrame@@QEAX@Z)    D:GitHubRhythmRhythmIntermediateProjectFilesMusicAnalyzerWidget.cpp.obj   Rhythm
Error   9   error LNK1120: 1 unresolved externals   D:GitHubRhythmRhythmBinariesWin64UE4Editor-Rhythm.dll 1   1   Rhythm
Error   10  error : Failed to produce item: D:GitHubRhythmRhythmBinariesWin64UE4Editor-Rhythm.dll D:GitHubRhythmRhythmIntermediateProjectFilesERROR Rhythm
Error   11  error MSB3075: The command ""D:ProgramsEpic Games4.8EngineBuildBatchFilesRebuild.bat" RhythmEditor Win64 Development "D:GitHubRhythmRhythmRhythm.uproject" -rocket" exited with code 5. Please verify that you have sufficient rights to run this command.   C:Program Files (x86)MSBuildMicrosoft.Cppv4.0V120Microsoft.MakeFile.Targets   43  5   Rhythm

经过一番东张西望,我被卡住了,不知道该怎么办。我认为这可能是因为这是一个32位库(没有任何64位版本),而虚幻引擎4只能以64位编译。任何见解都会很棒!

您提供的链接实际上证实了您对UE4不支持32位库的怀疑:

通过一个标准的静态库项目,我们将以x86(32位)机器为目标,这不适用于UE4工具集。

您将需要一个64位版本。