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快速集成(Unreal Engine)

最后更新时间:2022-09-06 11:12:09

    本文主要介绍如何快速地将腾讯云 TRTC SDK(Unreal Engine)集成到您的项目中,只要按照如下步骤进行配置,就可以完成 SDK 的集成工作。

    环境要求

    • 建议Unreal Engine 4.27.1 及以上版本。
    • Android 端开发:
      • Android Studio版本4.0及以上版本。
      • Visual Studio 2017 15.6版或更高。
      • 只支持真机调试
    • iOS & macOS 端开发:
      • Xcode 11.0及以上版本。
      • osx 系统版本要求 10.11 及以上版本
      • 请确保您的项目已设置有效的开发者签名。
    • Windows 开发:
      • 操作系统:Windows 7 SP1 或更高的版本(基于 x86-64 的 64 位操作系统)。
      • 磁盘空间:除安装 IDE 和一些工具之外还应有至少 1.64 GB 的空间。
      • 安装 Visual Studio 2019

    集成 SDK

    1. 下载 SDK 及配套的 SDK 源码。

    2. 解压后,把项目中的 TRTCSDK 文件夹拷贝到您项目中的 Source/[project_name] 目录下,其中 [project_name] 表示你项目的名称。

    3. 编辑你项目中的 [project_name].Build.cs文件。添加下面函数

      // 加载各个平台TRTC底层库
      private void loadTRTCSDK(ReadOnlyTargetRules Target)
      {
      string _TRTCSDKPath = Path.GetFullPath(Path.Combine(ModuleDirectory, "TRTCSDK"));
      bEnableUndefinedIdentifierWarnings = false;
      if (Target.Platform == UnrealTargetPlatform.Android)
      {
          // 加载Android头文件
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/Android"));
          PrivateDependencyModuleNames.AddRange(new string[] { "Launch" });
          // 加载Android APL文件
          AdditionalPropertiesForReceipt.Add(new ReceiptProperty("AndroidPlugin", Path.Combine(ModuleDirectory, "TRTCSDK", "Android", "APL_armv7.xml")));
          
          string Architecture = "armeabi-v7a";
          // string Architecture = "arm64-v8a";
          // string Architecture = "armeabi";
          PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory,"TRTCSDK", "Android", Architecture, "libtraeimp-rtmp.so"));
          PublicAdditionalLibraries.Add(Path.Combine(ModuleDirectory,"TRTCSDK", "Android", Architecture, "libliteavsdk.so"));
      }else if (Target.Platform == UnrealTargetPlatform.IOS)
      {
          // 加载iOS头文件
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/iOS"));
          PublicAdditionalLibraries.AddRange(new string[] {
              "resolv",
              "z",
              "c++",
          });
          PublicFrameworks.AddRange(
              new string[] {
                  "CoreML",
                  "VideoToolbox",
                  "Accelerate",
                  "CFNetwork",
                  "OpenGLES",
                  "AVFoundation",
                  "CoreTelephony"
              }
          );
          PublicAdditionalFrameworks.Add(new UEBuildFramework( "TXLiteAVSDK_TRTC",_TRTCSDKPath+"/ios/TXLiteAVSDK_TRTC.framework.zip", ""));
      }else if(Target.Platform == UnrealTargetPlatform.Mac)
      {
          // 加载MacOs头文件
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/Mac"));
          PublicAdditionalLibraries.AddRange(new string[] {
              "resolv",
              "z",
              "c++",
              "bz2",
          });
          PublicFrameworks.AddRange(
              new string[] {
                  "AppKit",
                  "IOKit",
                  "CoreVideo",
                  "CFNetwork",
                  "OpenGl",
                  "CoreGraphics",
                  "Accelerate",
                  "CoreFoundation",
                  "SystemConfiguration",
                  "AudioToolbox",
                  "VideoToolbox",
                  "CoreTelephony",
                  "CoreWLAN",
                  "AVFoundation",
                  "CoreMedia",
                  "CoreAudio",
                  "AudioUnit",
                  "Accelerate",
              });
          PublicFrameworks.Add(Path.Combine(_TRTCSDKPath, "Mac", "Release","TXLiteAVSDK_TRTC_Mac.framework"));
      }else if (Target.Platform == UnrealTargetPlatform.Win64)
      {
          // 加载Win64头文件
          PublicIncludePaths.Add(Path.Combine(_TRTCSDKPath, "include/win64"));
          PublicAdditionalLibraries.Add(Path.Combine(_TRTCSDKPath, "win64", "Release","liteav.lib"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "liteav.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHook.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHookService.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "openh264.dll"));
          PublicDelayLoadDLLs.Add(Path.Combine(_TRTCSDKPath, "win64", "Release", "TRAE.dll"));
           RuntimeDependencies.Add("$(BinaryOutputDir)/liteav.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "liteav.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/LiteAvAudioHook.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHook.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/LiteAvAudioHookService.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "LiteAvAudioHookService.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/openh264.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "openh264.dll"));
          RuntimeDependencies.Add("$(BinaryOutputDir)/TRAE.dll", Path.Combine(_TRTCSDKPath, "win64", "Release", "TRAE.dll"));
      }
      }
      
    4. 在**[project_name].Build.cs**文件调用该函数

    5. 到目前为止你已经集成了TRTC SDK。可在你的cpp 文件中使用TRTC了。#include "ITRTCCloud.h"

      // 获取TRTC单例对象
      #if PLATFORM_ANDROID
      if (JNIEnv* Env = FAndroidApplication::GetJavaEnv()) {
          void* activity = (void*) FAndroidApplication::GetGameActivityThis();
          // 安卓这里需要传入当前上下文对象
          pTRTCCloud = getTRTCShareInstance(activity);
      }
      #else
      pTRTCCloud = getTRTCShareInstance();
      #endif
      // 注册事件回调
      pTRTCCloud->addCallback(this);
      // 获取版本号
      std::string version = pTRTCCloud->getSDKVersion();
      // 进入房间
      trtc::TRTCParams params;
      params.userId = "123";
      params.roomId = 110;
      params.sdkAppId = SDKAppID;
      params.userSig = GenerateTestUserSig().genTestUserSig(params.userId, SDKAppID, SECRETKEY);
      pTRTCCloud->enterRoom(params, trtc::TRTCAppSceneVideoCall);
      

    打包

    1. File -> Package Project -> Mac
    2. 配置权限。右击上一步编译出的 xxx.app 文件 - 选择 "显示包内容"
    3. 进入 "Contents->Info.plist"
    4. 选择 "Information Property List" 然后添加以下两个权限:
      <key>NSCameraUsageDescription</key>
      <string>授权摄像头权限才能正常视频通话</string>
      <key>NSMicrophoneUsageDescription</key>
      <string>授权麦克风权限才能正常语音通话</string>
      
    5. 如果你现在在UE4的editor运行的话,需要找到 UE4Editor.app 文件并且按照上面步骤添加权限。

    TRTC全平台 C++ API文档

    中文文档

    英文文档

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