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1、新建空插件,名字与要导入的插件相同
2、复制旧插件源代码到新插件Source目录
3、vs工程中添加旧插件的.h .cpp文件
4、修改 插件.build.cs代码,添加旧插件需要的库。
1、首先打开UE4工程。
2、必须在UE4中选择菜单“文件”->打开vs工程,否则vs启动调试运行会报错。
3、关闭原工程,VS中开启调试运行
Assertion failed: FTextureRenderTargetResource::IsSupportedFormat(InOverrideFormat) [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\TextureRenderTarget2D.cpp] [Line: 84]
- void UTextureRenderTarget2D::InitCustomFormat( uint32 InSizeX, uint32 InSizeY, EPixelFormat InOverrideFormat, bool bInForceLinearGamma )
- {
- check(InSizeX > 0 && InSizeY > 0);
- check(FTextureRenderTargetResource::IsSupportedFormat(InOverrideFormat));
-
- // set required size/format
- SizeX = InSizeX;
- SizeY = InSizeY;
- OverrideFormat = InOverrideFormat;
- bForceLinearGamma = bInForceLinearGamma;
-
- // Recreate the texture's resource.
- UpdateResource();
- }
/**
* Return true if a render target of the given format is allowed
* for creation
*/
bool FTextureRenderTargetResource::IsSupportedFormat( EPixelFormat Format )
{
switch( Format )
{
case PF_B8G8R8A8:
case PF_A16B16G16R16:
case PF_FloatRGB:
case PF_FloatRGBA: // for exporting materials to .obj/.mtl
case PF_A2B10G10R10: //Pixel inspector for normal buffer
case PF_DepthStencil: //Pixel inspector for depth and stencil buffer
return true;
default:
return false;
}
}
四、UE4新建C++类后提示generated.h冲突,不能产生代码
CompilerResultsLog: ERROR: Changes to generated code are not allowed - conflicts written to generated.h.conflict
关闭编辑器,vs,重新打开。并确保Visual Studio中的解决方案配置为Development Editor
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