Я создавал игру на C ++, используя Unreal Engine 4 platform
. Я использовал следующие инструменты и плагины:
- Unreal Engine v4.24.3
- Плагин Steam Shared Module v1.0
- Онлайн-подсистема Steam v1.1 плагин
- Плагин Steam VR v1.0
Я могу запустить игру локально и упаковать ее для windows. Как только я пытаюсь запустить его на своем мобильном телефоне или упаковать его для android, он выдает следующую ошибку:
LogPlayLevel: Compiling Native code with NDK API 'android-19'
LogPlayLevel: Error: ERROR: Missing precompiled manifest for 'SteamShared'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamShared.build.cs to override.
LogPlayLevel: Took 8.1195446s to run UnrealBuildTool.exe, ExitCode=5
Обратите внимание, что это работало до реализации вышеупомянутых плагинов.
Я приступил к изменению моего плагина Steam в каталоге двигателя, чтобы удовлетворить запрос об ошибке, но он ничего не изменил после перестройки, как показано здесь
Затем я просмотрел свои журналы и нашел ниже трассировки стека:
AndroidPlatform.SetUpSpecificEnvironment: PLATFORM_ANDROID_NDK_VERSION = 140200
AndroidPlatform.SetUpSpecificEnvironment: NDK toolchain: r14b, NDK version: 19, GccVersion: 4.9, ClangVersion: 3.8.275480
UnrealBuildTool.Main: ERROR: Missing precompiled manifest for 'SteamShared'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamShared.build.cs to override.
UnrealBuildTool.Main: BuildException: Missing precompiled manifest for 'SteamShared'. This module was most likely not flagged for being included in a precompiled build - set 'PrecompileForTargets = PrecompileTargetsType.Any;' in SteamShared.build.cs to override.
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildModuleCPP.Compile(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment BinaryCompileEnvironment, FileReference SingleFileToCompile, ISourceFileWorkingSet WorkingSet, TargetMakefile Makefile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildModuleCPP.cs:line 277
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildBinary.SetupBinaryLinkEnvironment(ReadOnlyTargetRules Target, UEToolChain ToolChain, LinkEnvironment LinkEnvironment, CppCompileEnvironment CompileEnvironment, FileReference SingleFileToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, TargetMakefile Makefile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 708
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildBinary.Build(ReadOnlyTargetRules Target, UEToolChain ToolChain, CppCompileEnvironment CompileEnvironment, LinkEnvironment LinkEnvironment, FileReference SingleFileToCompile, ISourceFileWorkingSet WorkingSet, DirectoryReference ExeDir, TargetMakefile Makefile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildBinary.cs:line 186
UnrealBuildTool.Main: at UnrealBuildTool.UEBuildTarget.Build(BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, Boolean bIsAssemblingBuild, FileReference SingleFileToCompile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Configuration\UEBuildTarget.cs:line 1697
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.CreateMakefile(BuildConfiguration BuildConfiguration, TargetDescriptor TargetDescriptor, ISourceFileWorkingSet WorkingSet) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 450
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Build(List`1 TargetDescriptors, BuildConfiguration BuildConfiguration, ISourceFileWorkingSet WorkingSet, BuildOptions Options, FileReference WriteOutdatedActionsFile) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 220
UnrealBuildTool.Main: at UnrealBuildTool.BuildMode.Execute(CommandLineArguments Arguments) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Modes\BuildMode.cs:line 192
UnrealBuildTool.Main: at UnrealBuildTool.UnrealBuildTool.Main(String[] ArgumentsArray) in D:\Build\++UE4\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\UnrealBuildTool.cs:line 517
Timeline.Print: Timeline:
Timeline.Print:
Timeline.Print: [ 0.000]
Timeline.Print: [ 0.000](+0.022) <unknown>
Timeline.Print: [ 0.022](+0.002) FileMetadataPrefetch.QueueEngineDirectory()
Timeline.Print: [ 0.025](+0.162) XmlConfig.ReadConfigFiles()
Timeline.Print: [ 0.187](+0.000) SingleInstanceMutex.Acquire()
Timeline.Print: [ 0.187](+0.145) UEBuildPlatform.RegisterPlatforms()
Timeline.Print: 0.188 [ 0.001](+0.079) Initializing InstalledPlatformInfo
Timeline.Print: 0.267 [ 0.080](+0.000) Querying types
Timeline.Print: 0.272 [ 0.085](+0.002) MacPlatformFactory
Timeline.Print: 0.275 [ 0.087](+0.000) TVOSPlatformFactory
Timeline.Print: 0.275 [ 0.087](+0.045) AndroidPlatformFactory
Timeline.Print: 0.320 [ 0.133](+0.000) HoloLensPlatformFactory
Timeline.Print: 0.321 [ 0.133](+0.004) IOSPlatformFactory
Timeline.Print: 0.325 [ 0.138](+0.003) LinuxPlatformFactory
Timeline.Print: 0.329 [ 0.142](+0.000) LuminPlatformFactory
Timeline.Print: 0.330 [ 0.142](+0.003) WindowsPlatformFactory
Timeline.Print: [ 0.333](+0.021) <unknown>
Timeline.Print: [ 0.355](+0.020) TargetDescriptor.ParseCommandLine()
Timeline.Print: [ 0.375](+0.022) <unknown>
Timeline.Print: [ 0.397](+0.636) UEBuildTarget.Create()
Timeline.Print: 0.401 [ 0.003](+0.203) RulesCompiler.CreateTargetRulesAssembly()
Timeline.Print: 0.401 0.003 [ 0.000](+0.093) <unknown>
Timeline.Print: 0.494 0.096 [ 0.093](+0.029) Finding engine modules
Timeline.Print: 0.523 0.126 [ 0.122](+0.012) Finding plugin modules
Timeline.Print: 0.536 0.138 [ 0.134](+0.058) <unknown>
Timeline.Print: 0.595 0.197 [ 0.193](+0.003) Finding program modules
Timeline.Print: 0.598 0.200 [ 0.196](+0.001) Finding program targets
Timeline.Print: 0.605 [ 0.207](+0.026) RulesAssembly.CreateTargetRules()
Timeline.Print: 0.632 [ 0.234](+0.023) <unknown>
Timeline.Print: 0.655 [ 0.257](+0.035) UEBuildTarget constructor
Timeline.Print: 0.662 0.264 [ 0.006](+0.027) Reading source file metadata cache
Timeline.Print: 0.690 [ 0.293](+0.343) UEBuildTarget.PreBuildSetup()
Timeline.Print: [ 1.038](+0.156) UEBuildTarget.Build()
Timeline.Print: 1.038 [ 0.000](+0.052) <unknown>
Timeline.Print: 1.090 [ 0.052](+0.035) ExternalExecution.SetupUObjectModules()
Timeline.Print: 1.125 [ 0.087](+0.024) <unknown>
Timeline.Print: 1.150 [ 0.111](+0.003) ExternalExecution.UpdateDirectoryTimestamps()
Timeline.Print: 1.167 [ 0.129](+0.026) UEBuildBinary.Build()
Timeline.Print: [ 1.194](+0.035) <unknown>
Timeline.Print: [ 1.229](+0.000) FileMetadataPrefetch.Stop()
Timeline.Print: [ 1.231]
Также в моем основном файле проекта build.cs используются следующие модули:
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "UMG", "OnlineSubsystem", "OnlineSubsystemSteam" })
Если кто-то сталкивался с этой проблемой или требуется дополнительная информация, дайте мне знать, в данный момент я в тупике.