如何解决致命错误 LNK2019 C++,Ureal Engine Build
当我尝试为虚幻引擎 4.26 构建 cpp 代码时出现错误。我正在尝试添加到我的游戏功能中,以确定我玩游戏时的表面类型。这就是我添加 UDeterminSurfaceType 函数的原因。部分代码如下所示:
SurfaceType = UPhysicalMaterial::DetermineSurfaceType(Hit.PhysMaterial.Get());
UParticleSystem* SelectedEffect = nullptr;
switch (SurfaceType)
{
case SurfaceType1:
SelectedEffect = FleshImpactEffect;
break;
case SurfaceType2:
SelectedEffect = FleshImpactEffect;
break;
default:
SelectedEffect = DefaultImpactEffect;
break;
}
if (SelectedEffect)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),SelectedEffect,Hit.ImpactPoint,Hit.ImpactNormal.Rotation());
}
我知道事实尚未完善,我稍后会这样做。添加此行并构建项目后,出现 LNK2019 错误。
Error LNK2019 unresolved external symbol "__declspec(dllimport) public: static enum
EPhysicalSurface __cdecl UPhysicalMaterial::DetermineSurfaceType(class UPhysicalMaterial const *)"
(__imp_?DetermineSurfaceType@UPhysicalMaterial@@SA?AW4EPhysicalSurface@@PEBV1@@Z) referenced in
function "public: virtual void __cdecl ASWeapon::Fire(void)" (?Fire@ASWeapon@@UEAAXXZ)
此错误意味着,我的 ASWeapon 类头文件中有一个名为“Fire”的方法,但它在您的 SWeapon.CPP 文件中不存在。因此,链接器为您的武器类创建一个 OBJ 文件,然后当它尝试将声明与实现相匹配时,它找不到实现,并且您会收到这个可爱的链接器错误。但是我已经在 CPP 和头文件中都有方法“Fire”。它是在此处创建的:
public:
UFUNCTION(BlueprintCallable,Category = "Weapon")
virtual void Fire();
这是整个 SWeapon.cpp 代码:
static int32 DebugWeaponsDrawing = 0;
FAutoConsoleVariableRef CVARDebugWeaponDrawing(
TEXT("COOP.DebugWeapons"),DebugWeaponsDrawing,TEXT("Draw Debug Lines for Weapons"),ECVF_Cheat);
// Sets default values
ASWeapon::ASWeapon()
{
MeshComp = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("MeshComp"));
RootComponent = MeshComp;
MuzzleSocketName = "MuzzleSocket";
TracerTargetName = "Target";
}
void ASWeapon::Fire()
{
// urmarirea mapei din ochii pionului pana la locatia tintei
AActor* MyOwner = GetOwner();
if (MyOwner)
{
FVector EyeLocation;
FRotator EyeRotation;
MyOwner->GetActorEyesViewPoint(EyeLocation,EyeRotation);
FVector ShotDirection = EyeRotation.Vector();
FVector TraceEnd = EyeLocation + (ShotDirection * 10000);
FCollisionQueryParams QueryParams;
QueryParams.AddIgnoredActor(MyOwner);
QueryParams.AddIgnoredActor(this);
QueryParams.bTraceComplex = true;
// parametrul pentru particulele tintei
FVector TracerEndPoint = TraceEnd;
EPhysicalSurface SurfaceType = SurfaceType_Default;
FHitResult Hit;
if (GetWorld()->LineTraceSingleByChannel(Hit,EyeLocation,TraceEnd,ECC_Visibility,QueryParams))
{
// Blocare lovitura,cauzeaza daune
AActor* HitActor = Hit.GetActor();
UGameplayStatics::ApplyPointDamage(HitActor,20.0f,ShotDirection,Hit,MyOwner-
>GetInstigatorController(),this,DamageType);
SurfaceType = UPhysicalMaterial::DetermineSurfaceType(Hit.PhysMaterial.Get());
UParticleSystem* SelectedEffect = nullptr;
switch (SurfaceType)
{
case SurfaceType1:
SelectedEffect = FleshImpactEffect;
break;
case SurfaceType2:
SelectedEffect = FleshImpactEffect;
break;
default:
SelectedEffect = DefaultImpactEffect;
break;
}
if (SelectedEffect)
{
UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),Hit.ImpactNormal.Rotation());
}
TracerEndPoint = Hit.ImpactPoint;
}
if (DebugWeaponsDrawing > 0)
{
DrawDebugLine(GetWorld(),FColor::White,false,1.0f,1.0f);
}
PlayFireEffects(TracerEndPoint);
}
}
void ASWeapon::PlayFireEffects(FVector TraceEnd)
{
if (MuzzleEffect)
{
UGameplayStatics::SpawnEmitterAttached(MuzzleEffect,MeshComp,MuzzleSocketName);
}
if (TracerEffect)
{
FVector MuzzleLocation = MeshComp->GetSocketLocation(MuzzleSocketName);
UParticleSystemComponent* TracerComp = UGameplayStatics::SpawnEmitterAtLocation(GetWorld(),TracerEffect,MuzzleLocation);
if (TracerComp)
{
TracerComp->SetVectorParameter(TracerTargetName,TraceEnd);
}
}
APawn* MyOwner = Cast<APawn>(GetOwner());
if (MyOwner)
{
APlayerController* PC = Cast<APlayerController>(MyOwner->GetController());
if (PC)
{
PC->ClientPlayCameraShake(FireCamShake);
}
}
}
这是标题代码:
class USkeletalMeshComponent;
class UDamageType;
class UParticleSystem;
UCLASS()
class GAME_API ASWeapon : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
ASWeapon();
protected:
UPROPERTY(VisibleAnywhere,BlueprintReadOnly,Category = "Components")
USkeletalMeshComponent* MeshComp;
void PlayFireEffects(FVector TraceEnd);
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
TSubclassOf<UDamageType> DamageType;
UPROPERTY(VisibleDefaultsOnly,Category = "Weapon")
FName MuzzleSocketName;
UPROPERTY(VisibleDefaultsOnly,Category = "Weapon")
FName TracerTargetName;
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
UParticleSystem* MuzzleEffect;
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
UParticleSystem* DefaultImpactEffect;
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
UParticleSystem* FleshImpactEffect;
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
UParticleSystem* TracerEffect;
UPROPERTY(EditDefaultsOnly,Category = "Weapon")
TSubclassOf<UCameraShakeBase> FireCamShake;
public:
UFUNCTION(BlueprintCallable,Category = "Weapon")
virtual void Fire();
};
在添加表面类型检测器之前,其余代码运行良好。如果您知道如何解决此问题,我将不胜感激。
解决方法
我发现了问题。在 UE4.26 中,为 Physic Core 添加了一个新功能作为模块依赖项。我必须将此核心添加到 Game(your game name).build.cs 。 那是一行:
PublicDependencyModuleNames.AddRange(new string[] { "Core","CoreUObject","Engine","InputCore","PhysicsCore" });
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