开源软件名称(OpenSource Name):gameDNAstudio/MobileUtils开源软件地址(OpenSource Url):https://github.com/gameDNAstudio/MobileUtils开源编程语言(OpenSource Language):C++ 83.3%开源软件介绍(OpenSource Introduction):Mobile UtilsMobile Utils lets you integrate out-of-the-box mobile utilities for iOS & Android into an Unreal Engine 4 project. For example, it allows you to check an Internet connection and Google Play Services availability as well as get persistent Unique Device ID (you can identify users between application installations in order to, for example, store saved games in a cloud). This plugin is a mobile community initiative. Everyone can contribute and pull request with awesome new features to extend the editor and functionality of Unreal Engine 4. We want to make a big mobile plugin with many features from community so feel free to make pull request! After review, if all is good, it will be merged into plugin. Thank you! :-)
Features
SetupCopy this folder to the Plugins folder located in the main path of your project. Enable Mobile Utils in Edit -> Plugins -> Misc -> Mobile Utils. If you want to use Get Persistent Unique Device Id function on Android, you should request READ_PHONE_STATE permission: If you can't do this, use Get Device Id function instead. In this case, device ID should be unique but it's not guaranteed. Recommended PR pipeline
The reason that we prohibit you from creating a new blueprint node is to ensure cross platform compatibility as well as a uniform look and feel throughout the codebase. After your PR gets merged we will make sure that a new blueprint node is created if needed. We recommend trying to integrate your changes to the actual engine's master branch first and if your PR doesn't get merged, then resort to adding functionality to this plugin. Integration to the pluginHere you will find the steps you need to take in order to add new functionality to this plugin. For AndroidAt /Source/MobileUtils/MobileUtils_APL.xml, Add your tested java code:
At /Source/MobileUtils/Private/Android/MobileUtilsPlatform.h, Start integrating your code into the plugin:
At /Source/MobileUtils/Private/Android/MobileUtilsPlatform.cpp, Continue your integration:
And now, some extra intel. Do not be afraid to open up the source of Unreal and look into the Android related parts of the system as well as pull requests that add features to the android part. You can find more information about JNI method signatures here! For iOSAt /Source/MobileUtils/Private/IOS/MobileUtilsPlatform.h, Start integrating your code into the plugin:
At /Source/MobileUtils/Private/IOS/MobileUtilsPlatform.cpp, Continue your integration:
In UE4 iOS specific code should be written in Objective-C. Remember you can mix C++ code with Objective-C code! Testing the pluginIn order to test your changes, create a new project with your engine version of choise (although, it should be greater than our current minimum requirement~4.12),then clone the plugin at Project Folder/Plugins and then regenerate project files. The new folder "MobileUtils" should then be visible. After building the development editor you will be able to use code that you integrated or existing blueprint nodes. Note that this happens if you want to make a PR. If you are just looking to use the plugin, check the releases page. Plugin icon designed by Freepik. |
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