I’m looking for some tips when I edit:
https://github.com/EpicGames/UnrealEngine/blob/4.5/Engine/Source/Runtime/Launch/Private/Android/LaunchAndroid.cpp
I’ve found I need to rebuild the Solution->Engine->UE4 in Visual Studio to regenerate the code that builds libUE4.so.
Is there a faster way to make changes and a specific project I can rebuild versus rebuilding the entire editor?
Also another note:
#include “LaunchPrivatePCH.h”
LaunchPrivatePCH.h needs to be the first include in any cpp files that you add to the libUE4.so.
This is a faster way to at least find your native C++ compiler mistakes faster:
cd C:\unreal\UnrealEngine\Engine\Binaries\DotNET
UnrealBuildTool.exe VirtualController Android Development C:\ouya-sdk-examples\Unreal\VirtualController\VirtualController.uproject -noxge
I’ve also seen the Unreal build output doesn’t give you a nice stack trace for Java compile errors. But you can import the immediate files into an Eclipse Android project:
C:\ouya-sdk-examples\Unreal\VirtualController\Intermediate\Android\APK
And copy from: C:\ouya-sdk-examples\Unreal\VirtualController\Intermediate\Android\APK\google-play-services_lib_rev19\libs\google-play-services.jar
to: C:\ouya-sdk-examples\Unreal\VirtualController\Intermediate\Android\APK\libs
To isolate any Java errors that might be coming up.
Success in my end though.
Now I have native input passed to Java, remapped, and the remapped input is sent back to Unreal native code.
Now it’s time to learn how to hook up BluePrints to C++ code…