3,引擎预初始化(2,ue4模块初始化)(8.3大象无形)
现在看看预初始化时,加载了哪些模块。
这些模块分为五部分
一,加载核心模块,即CoreUObject。
二,在初始化引擎之前加载模块FEngineLoop::LoadPreInitModules()
1,,加载engine
2,加载Renderer,
3,加载AnimGraphRuntime
4,根据平台不同,加载平台相应模块
在windows平台下加载的模块
4.1,D3D11RHI或者D3D12RHI
4.2,OpenGLDrv
4.3,SlateRHIRenderer
4.4,Landscape
4.5,ShaderCore
4.6,TextureCompressor
三,PreInit阶段需要加载的自定义模块
1,PostConfigInit
2,LoadingScreen
3,splashscreen
四,其他高级模块
8.8,Core
1,Networking
2,平台相关模块,windows平台下
2.1,XAudio2
2.2,HeadMountedDisplay
2.3,SourceCodeAccess
2.4,Messaging
2.5,EditorStyle
2.6,Slate
2.7,UMG
2.8,MessageLog
2.9,CollisionAnalyzer
2.10,FunctionalTesting
2.11,BehaviorTreeEditor
2.12,GameplayTasksEditor
2.13,EnvironmentQueryEditor
2.14,OnlineBlueprintSupport
2.15,IntroTutorials
2.16,Blutility
2.17,TaskGraph
2.18,ProfilerService
2.19,SessionServices
至此,虚幻引擎初始化完成所需的模块加载。
关于编辑器的加载模块,在
void UEditorEngine::Init(IEngineLoop* InEngineLoop)
{
。。。。。。。。。。。
static const TCHAR* ModuleNames[] =
{
TEXT("Documentation"),
TEXT("WorkspaceMenuStructure"),
TEXT("MainFrame"),
TEXT("GammaUI"),
TEXT("OutputLog"),
TEXT("SourceControl"),
TEXT("TextureCompressor"),
TEXT("MeshUtilities"),
TEXT("MovieSceneTools"),
TEXT("ModuleUI"),
TEXT("Toolbox"),
TEXT("ClassViewer"),
TEXT("ContentBrowser"),
TEXT("AssetTools"),
TEXT("GraphEditor"),
TEXT("KismetCompiler"),
TEXT("Kismet"),
TEXT("Persona"),
TEXT("LevelEditor"),
TEXT("MainFrame"),
TEXT("PropertyEditor"),
TEXT("EditorStyle"),
TEXT("PackagesDialog"),
TEXT("AssetRegistry"),
TEXT("DetailCustomizations"),
TEXT("ComponentVisualizers"),
TEXT("Layers"),
TEXT("AutomationWindow"),
TEXT("AutomationController"),
TEXT("DeviceManager"),
TEXT("ProfilerClient"),
TEXT("SessionFrontend"),
TEXT("ProjectLauncher"),
TEXT("SettingsEditor"),
TEXT("EditorSettingsViewer"),
TEXT("ProjectSettingsViewer"),
TEXT("Blutility"),
TEXT("XmlParser"),
TEXT("UndoHistory"),
TEXT("DeviceProfileEditor"),
TEXT("SourceCodeAccess"),
TEXT("BehaviorTreeEditor"),
TEXT("HardwareTargeting"),
TEXT("LocalizationDashboard"),
TEXT("ReferenceViewer"),
TEXT("TreeMap"),
TEXT("SizeMap"),
TEXT("MergeActors"),
TEXT("InputBindingEditor"),
TEXT("AudioEditor")
};
。。。。。。。。。
}
五,项目的模块和插件的default阶段
1,PreLoadingScreen
2,PreDefault
3,Default
4,PostDefault