BlueRoseNote/03-UnrealEngine/Mobile/IOS&Android Engine Package.md

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IOS&Android Package 2023-05-05 10:59:01 MAC IOS Android

其他笔记

黑苹果配置笔记 安装Mac UE开发环境 安装UE开发环境

命令行

Win

cd /d E:/ 
cd E:/UnrealEngine/UnrealEngine5-Toon/Engine/Build/BatchFiles 

RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=true -set:WithWin64=true -set:WithMac=false -set:WithAndroid=false -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:CompileDatasmithPlugins=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
del *.cpp /s

Android

cd /d D:/
cd D:/UnrealEngine/UnrealEngine5/Engine/Build/BatchFiles

RunUAT.bat BuildGraph -target="Make Installed Build Win64" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=false -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=false -set:WithWin64=true -set:WithMac=false -set:WithAndroid=true -set:WithIOS=false -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:CompileDatasmithPlugins=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false
RunUAT Turnkey -command=Verifysdk -platform=Android

MAC

cd ./Desktop/UnrealEngine/Engine/Build/BatchFiles
./RunUAT.sh BuildGraph -target="Make Installed Build MAC" -script=Engine/Build/InstalledEngineBuild.xml -set:WithDDC=true -set:SignExecutables=false -set:EmbedSrcSrvInfo=false -set:GameConfigurations=Development;Shipping -set:WithFullDebugInfo=false -set:HostPlatformEditorOnly=true -set:AnalyticsTypeOverride= -set:HostPlatformDDCOnly=false -set:WithWin64=false -set:WithMac=true -set:WithAndroid=false -set:WithIOS=true -set:WithTVOS=false -set:WithLinux=false -set:WithLinuxArm64=false -set:CompileDatasmithPlugins=false -set:WithServer=false -set:WithClient=false -set:WithHoloLens=false

MAC&IOS

Windows

安装环境:

  • iTunes 12.10.11.2不安装IOS SDK就无法检测到。

文档:

GenerateProjectFiles跳过SDK问题

运行GenerateProjectFiles.bat时提示

Some Platforms were skipped due to invalid SDK setup: Mac, IOS, Android, Linux, LinuxArm64, TVOS.

查看Engine\Programs\UnrealBuildTool目录下的Log_GPF.txt

Note: Android toolchain NDK r25b recommended
        Registering build platform: Android - buildable: False
    Registering build platform: UnrealBuildTool.IOSPlatformFactory
        Registering build platform: IOS - buildable: False
    Registering build platform: UnrealBuildTool.LinuxPlatformFactory
        Registering build platform: Linux - buildable: False
        Registering build platform: LinuxArm64 - buildable: False
    Registering build platform: UnrealBuildTool.MacPlatformFactory
        Registering build platform: Mac - buildable: False
    Registering build platform: UnrealBuildTool.TVOSPlatformFactory
        Registering build platform: TVOS - buildable: False
    Registering build platform: UnrealBuildTool.WindowsPlatformFactory
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (1)
Found Windows 10 SDK root at C:\Program Files (x86)\Windows Kits\10 (2)
  • 问题原因
    • 安装Itunes太新或者没有安装itunes。
  • 解决方法
    • 卸载itunes以及Apple Mobile Device Support。之后安装12.10.11.2版本的itunes

SSH登录设置

MAC Apple

ssh bluerose@192.168.2.164 ECDSA key fingerprint is SHA256:fkRVqfbPPmbLUB4dn3QRFpATQykuu1AtlWmNLMSDXtU.

SSH还需要生成秘钥文件之后放置在对应文件夹里

证书与BaseEngine.ini

证书需要后缀名为p12的证书可以通过MAC的钥匙串进行转换。具体操作为

  1. 选择想要导出的证书,右键点击导出。
  2. 选择p12类型
  3. 不要设置密码。

可以参考:https://blog.51cto.com/u_15318120/3241489

. cer证书只包含公钥p12证书可能同时包含公钥和私钥。这就是他们的区别除了xcode开发工具打包都需要p12。

需要通过编辑器先在Platform-IOS先导入一次证书通过后再把DefaultEngine.ini中的IOS设置加入到BaseEngine.ini中。

比如: DefaultEngine.ini

[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
BundleDisplayName=eto
BundleName=eto
BundleIdentifier=cn.tectree.eto
MobileProvision=eto.mobileprovision
SigningCertificate=iPhone Developer: xiangtian luo (RD2564LPA4)

BaseEngine.ini

[/Script/IOSRuntimeSettings.IOSRuntimeSettings]
BundleDisplayName=etoBundleName=eto
BundleIdentifier=cn.tectree.eto
MobileProvision=eto.mobileprovision
SigningCertificate=iPhone Developer: xiangtian luo (RD2564LPA4)

证书放置位置

 ~/Library/MobileDevice/Provisioning/Profiles

MAC

!安装Mac UE开发环境

MAC 删除CPP文件

cd /Users/Shared/UE_Toon/localBuilds/Engine/Mac/Engine/Source
find . -name "*.txt" | xargs rm -rf

MAC使用7zip进行压缩

安装p7zip

brew update
brew install p7zip

压缩

cd /Users/Shared/UE_Toon/LocalBuilds/Engine/
7z a UnrealEngine5.1.1-Toon-IOS-2023.7.14.7z ./Mac/* -r -mx=9
  • a:表示add命令即新建一个压缩文件该压缩文件存放在当前目录下
  • -r:表示遍历所有的子目录,每个文件都执行压缩操作,添加到压缩文件中。
  • -mx:表示压缩等级9级是最高等级。默认等级是5。

分卷压缩

cd /Users/Shared/UE_Toon/LocalBuilds/Engine/
7z a UnrealEngine5.1.1-Toon-IOS-2023.7.14.7z ./Mac/* -r -mx=9 -v4000m

Android

UE5.1为准的安装环境:

  • Android Studio 4.0
  • Android Cmd line tool 8.0
  • Android NDK r25b
  • Android SDK
    • Recommended: SDK 32
    • Minimum for compiling UE: SDK 30

具体步骤参考:https://docs.unrealengine.com/5.1/en-US/how-to-set-up-android-sdk-and-ndk-for-your-unreal-engine-development-environment/ 因为打包Android时一定会运行Extra/SetupAndroid.bat,所以需要完全按照文档步骤进行操作,比如:

  • 使用Android Studio4.0
  • 使用默认的安装位置。

设置完之后需要运行GenerateProjectFiles.bat并且编译一下。

插件构建

cd D:\UnrealEngine\UE_5.3\Engine\Build\Batchfiles
RunUAT.bat BuildPlugin -plugin="D:\Work\MultiDraw\Plugins\MultiDraw\MultiDraw.uplugin" -package="D:\MultiDraw"

BuildGraph PlatformFilters

在InstalledEngineFilters.xml可以看得出各个平台的区别

    <!-- Platform extensions filter overrides -->
    <Expand Name="Platform_FilterOverrides"/>
    
    <ForEach Name="Filter" Values="$(CopyEditorEngineOrPlatformFilter)">
        <Property Name="CopyEditorFilter" Value="$(CopyEditorFilter);Engine/$(Filter);Engine/Platforms/*/$(Filter)"/>
    </ForEach>