对于高频日志序列化到本地的需求,spdlog肯定完美满足。
源码地址:https://github.com/gabime/spdlog
博主下载的版本为 spdlog-1.12.0,各位大佬可以根绝自己爱好选择。
大概目录:
SpdlogLibC目录下是对spdlog的封装:
bin里是.dll,lib放是.lib,include是.h文件。
SpdLoggerLib.Build.cs文件内容:
// Copyright Epic Games, Inc. All Rights Reserved.
using UnrealBuildTool;
using System.IO;
public class SpdLoggerLib : ModuleRules
{
private string OuterLibPath
{
get { return Path.GetFullPath(Path.Combine(ModuleDirectory, "SpdlogLibC/")); }
}
public SpdLoggerLib(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = ModuleRules.PCHUsageMode.UseExplicitOrSharedPCHs;
PublicIncludePaths.AddRange(
new string[] {
}
);
PrivateIncludePaths.AddRange(
new string[] {
// ... add other private include paths required here ...
}
);
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"Projects"
// ... add other public dependencies that you statically link with here ...
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"CoreUObject",
"Engine",
"InputCore"// ... add private dependencies that you statically link with here ...
}
);
DynamicallyLoadedModuleNames.AddRange(
new string[]
{
// ... add any modules that your module loads dynamically here ...
}
);
if (Target.Platform == UnrealTargetPlatform.Win64)
{
string LibPath = OuterLibPath + "lib/x64/";
string DllPath = OuterLibPath + "bin/x64/";
string IncludePath = OuterLibPath + "include/";
PublicSystemIncludePaths.AddRange(
new string[] {
IncludePath
}
);
foreach (string file in Directory.GetFiles(LibPath))
{
PublicAdditionalLibraries.Add(file);
}
foreach (string file in Directory.GetFiles(DllPath))
{
string filename = Path.GetFileName(file);
string outdll = "$(TargetOutputDir)/";
outdll += filename;
RuntimeDependencies.Add(outdll, file);
}
}
else if (Target.Platform == UnrealTargetPlatform.Mac) { }
else if (Target.Platform == UnrealTargetPlatform.Linux) { }
}
}
将插件拷贝到您的项目插件目录下:
蓝图里直接使用:
产生的日志在您的项目content根目录下: