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When pressing enter the package with its current version number will appear magically! When you're adding a new package to your pubspec.yaml file, the plugin will figure out what you're looking for. Now, the interresting part comes: we get a reference to the Java environement (which is of type JNIEnv), we convert the FString to a Java String and we use CallVoidMethod to call a method returning void named AndroidThunkJava_AndroidAPI_ShowToast which is a Java method.Īnd, in AndroidAPITemplate_APL.The essential plugin for making working with Flutter easier than ever!Įasy-to-use tools for managing your pubspec.yaml, snippets & more Features Autocomplete Pub Packages HOW TO PROGRAM ANDROID STUDIO PLUGIN CODEThen we also note that the whole is wrapped in a #if PLATFORM_ANDROID block, so this code won’t be called if we’re another platform. Then we call the method, we the Java String parameterįJavaWrapper::CallVoidMethod(Env, FJavaWrapper::GameActivityThis, AndroidThunkJava_AndroidAPI_ShowToast, JavaString) įirst, we can note that the prototype is a pure classical UE4 prototype, with an FString as parameter. Jstring JavaString = Env->NewStringUTF(TCHAR_TO_UTF8(*Content)) First step, we convert the FString (UE4) parameter to a JNI parameter that will hold a String If (JNIEnv* Env = FAndroidApplication::GetJavaEnv(true)) void UAndroidAPITemplateFunctions::AndroidAPITemplate_ShowToast(const FString& Content) Currently, we only have one function whose name is AndroidAPITemplate_ShowToast. As usual, the header file is giving the prototype of the functions and the meta data (in the UFUNCTION() macro) to allow them to be called by UE4, and in the Cpp file we have the implementation of these functions. The functions exposed to blueprints are in the class UAndroidAPITemplateFunctions (in the files Classes/AndroidAPITemplateFunctions.h and Private/AndroidAPITemplateFunctions.cpp). HOW TO PROGRAM ANDROID STUDIO PLUGIN ANDROIDLet’s make an actor which calls this function in its Begin Play event, then we put this actor in a scene, and send it to the Android phone (or tablet).Īs expected, a Toast text is shown at the beginning.īefore we go any further, some explanations must be made. This function simply shows a Toast message with the given text parameter. Right now, this plugin contain only one function (callable from a blueprint): Show Toast under the category Android API Template. At this point we might have to restart (again) the engine. ![]() Let’s click on the “Enabled” checkbox to enable the plugin. Once the engine is started and the plugin is built, let’s go in “Settings”, then “Plugins”: under the “Mobile” category (at the end) we must see the “AndroidAPITemplate” plugin. Now, we need to start (or restart) the engine so it can build the plugin. ![]() ![]() Now, we have a “Plugins/AndroidAPITemplate” folder inside the game directory. HOW TO PROGRAM ANDROID STUDIO PLUGIN ARCHIVEJust download this archive, create a “Plugins” directory next to your “Content” directory and unzip the archive inside this “Plugins” Directory. Unreal Engine, at least in its current version, doesn’t offer a template for a Android plugin. Let’s not lose time! We want to make this plugin quickly (we only have ten minutes if you look at the title of this article), so we will use a template for an Android plugin. Fortunately, it’s really easy (if we follow this guide)! It’s easier if you’re familiar with the plugin system of UE4, but even if you’re not, this tutorial should be accessible (you should be confident with Android and Java development though). Let’s say we’re developing a game for mobile and we want to use one of the device functionalities, like reading the data from the light sensor, get the data from the contacts, or send a SMS: UE4 doesn’t provide an API for this, so we have no choice, we have to make this API ourselves. ![]()
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