Hello
My project is the unreal C++ slate project which implements the slate UI by linking the UE 5.4.1 source code.
I added the several modules in my build.cs file such as “Slate”, “SlateUI”,“Core”,“AppFramework”,“ApplicationCore”,“Projects”,“StandaloneRenderer”.
For 3D rendering, i’d like to "Engine"module’s functions. So i’ll import the “Engine” module in my project.
In this case, what i have to pay attention?
If i add “Engine” module, UE source compile fails because module dependencies is incorrect.
And then, in my project .target.cs, there are some strange codes:
… …
Type = TargetType.Program;
LinkType = TargetLinkType.Monolithic;
DefaultBuildSettings = BuildSettingsVersion.Latest;
IncludeOrderVersion = EngineIncludeOrderVersion.Latest;
LaunchModuleName = "dawnmotion";
if (bBuildEditor)
{
ExtraModuleNames.Add("EditorStyle");
}
// dawnmotion doesn't ever compile with the engine linked in
bCompileAgainstEngine = false;
// We need CoreUObject compiled in as the source code access module requires it
bCompileAgainstCoreUObject = true;
// dawnmotion.exe has no exports, so no need to verify that a .lib and .exp file was emitted by
// the linker.
bHasExports = false;
// Make sure to get all code in SlateEditorStyle compiled in
bBuildDeveloperTools = true;... ...