鸿蒙S5+UE5学习必备工具包(2025版)
一、开发环境准备
鸿蒙开发工具(DevEco Studio)
下载安装命令(Linux示例)
wget https://repo.huaweicloud.com/devtools/deveco-studio/5.0.3.300/deveco-studio-5.0.3.300-linux.tar.gz
tar -zxvf deveco-studio-5.0.3.300-linux.tar.gz
cd deveco-studio/bin
./deveco-studio.sh
UE5引擎配置
UE5.ini关键配置(鸿蒙适配)
[/Script/Engine.RendererSettings]
r.HarmonyOS.Enable=true
r.HarmonyOS.GraphicsAPI=Vulkan
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bEnableHarmonyOSSupport=True
HarmonyOSMinSDKVersion=5.0
二、跨平台框架集成
鸿蒙Native API与UE5交互
// HarmonyOS-UE5桥接示例(C++)
include “HarmonyOSBridge.h”
extern “C” attribute((visibility(“default”)))
jint JNI_OnLoad(JavaVM vm, void reserved) {
JNIEnv* env;
if (vm->GetEnv(reinterpret_cast<void>(&env), JNI_VERSION_1_6) != JNI_OK) {
return JNI_ERR;
// 注册本地方法
JNINativeMethod methods[] = {
{"nativeInitUE", "()V", (void*)NativeInitUE}
};
env->RegisterNatives(env->FindClass("com/harmony/ue5plugin/UE5Bridge"),
methods, NELEM(methods));
return JNI_VERSION_1_6;
void NativeInitUE() {
// 初始化UE5子系统
FSubsystemCollectionBase& Collection = GetMutableDefault<UHarmonyOSSystem>()->GetSubsystemCollection();
Collection.InitializeDependencies(nullptr);
JS/TS跨平台组件
// HarmonyOS与UE5通信的ArkUI组件
@Entry
@Component
struct UE5Controller {
@State isConnected: boolean = false
aboutToAppear() {
this.initUE5Connection()
initUE5Connection() {
let ctx = getContext(this)
let ue5Bridge = ctx.getNativeModule('UE5Bridge')
ue5Bridge.init((res) => {
this.isConnected = res.success
})
build() {
Column() {
Button('Start UE5 Scene')
.onClick(() => {
let ue5Bridge = getContext(this).getNativeModule('UE5Bridge')
ue5Bridge.loadScene('MainScene')
})
.width(‘100%’)
.height('100%')
}
三、图形渲染优化
Vulkan适配代码
// UE5 Vulkan初始化(鸿蒙适配)
void FHarmoneyOSVulkanInitializer::Init() {
FVulkanDynamicRHI RHI = static_cast<FVulkanDynamicRHI>(GDynamicRHI);
// 鸿蒙特有设备初始化
ANativeWindow* Window = GetHarmonyOSWindow();
VkSurfaceKHR Surface;
vkCreateHarmonyOSSurfaceKHR(RHI->GetInstance(),
&SurfaceCreateInfo,
nullptr,
&Surface);
// 多线程渲染优化
RHI->CreateDevice(0, Surface);
RHI->RHICmdBypass();
渲染管线配置
DefaultEngine.ini 渲染设置
[/Script/Engine.RendererSettings]
r.MobileHDR=True
r.Mobile.DisableVertexFog=True
r.Shadow.CSM.MaxCascades=4
r.HarmonyOS.Graphics.MultiThreaded=true
r.HarmonyOS.Vulkan.ValidationLayers=0
四、AI功能集成
鸿蒙AI引擎调用
// 鸿蒙AI能力调用(Java)
public class AIHelper {
private static final String TAG = “AIHelper”;
public static float[] detectObjects(Bitmap bitmap) {
HiAIClient client = HiAIClient.createClient();
HiAILoadModelRequest request = new HiAILoadModelRequest();
request.setModelPath("/data/model/object_detection.om");
HiAILoadModelResponse loadResponse = client.loadModel(request);
if (loadResponse.getRet() != HiAILoadModelResponse.RESULT_SUCCESS) {
Log.e(TAG, "Model load failed");
return null;
HiAIDetectRequest detectRequest = new HiAIDetectRequest();
detectRequest.setModelId(loadResponse.getModelId());
detectRequest.setInputBitmap(bitmap);
HiAIDetectResponse detectResponse = client.detect(detectRequest);
return detectResponse.getBoxes();
}
UE5 AI系统桥接
// UE5与鸿蒙AI交互
void UHarmonyAIEngine::DetectEnvironment() {
JNIEnv* Env = FAndroidApplication::GetJavaEnv();
jclass AiClass = Env->FindClass(“com/harmony/ue5plugin/AIHelper”);
jmethodID DetectMethod = Env->GetStaticMethodID(
AiClass,
“detectObjects”,
“(Landroid/graphics/Bitmap;)[F”
);
// 获取当前游戏截图
UTextureRenderTarget2D* RenderTarget = GetGameViewportRenderTarget();
jbyteArray BitmapData = ConvertTextureToJavaBitmap(Env, RenderTarget);
jfloatArray Result = (jfloatArray)Env->CallStaticObjectMethod(
AiClass,
DetectMethod,
BitmapData
);
// 处理检测结果
ProcessDetectionResults(Env, Result);
五、性能优化技巧
内存管理优化
// UE5内存池管理(鸿蒙适配)
class FHarmoneyOSMemoryPool {
public:
void* Allocate(size_t Size) {
if (Size <= SmallBlockMax) {
return SmallBlockAllocator.Allocate(Size);
else if (Size <= MediumBlockMax) {
return MediumBlockAllocator.Allocate(Size);
return FMemory::BinnedAllocFromOS(Size);
private:
TBlockAllocator<4096> SmallBlockAllocator;
TBlockAllocator<65536> MediumBlockAllocator;
};
多线程调度
DefaultEngine.ini 线程配置
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bUseMultiThreadedRendering=True
r.RHICmdBypass=0
r.Vulkan.NumShaderCompilerThreads=4
[/Script/HarmonyOSRuntimeSettings.HarmonyOSRuntimeSettings]
MainThreadPriority=10
RenderThreadPriority=9
GameThreadPriority=10
六、调试与性能分析
鸿蒙Profiler集成
启动性能分析
adb shell am start -n com.harmony.os/.profiler.ProfilerActivity
-e “package” “com.yourcompany.yourgame”
-e “activity” “com.yourcompany.yourgame.GameActivity”
-e “type” “gpu,cpu,memory”
UE5控制台命令
// 关键性能命令
void UPerformanceMonitor::SetupConsoleCommands() {
static IConsoleVariable* CVarGPU =
IConsoleManager::Get().RegisterConsoleVariable(
TEXT(“perf.GPUStats”),
1,
TEXT(“Enable GPU statistics”),
ECVF_Cheat
);
static IConsoleVariable* CVarMem =
IConsoleManager::Get().RegisterConsoleVariable(
TEXT("perf.MemoryStats"),
1,
TEXT("Enable memory tracking"),
ECVF_Cheat
);
七、资源管理与打包
资源压缩策略
资源自动化压缩脚本
import ue4cli
import harmonyos_packtools
def compress_assets():
# UE5资源压缩
ue4cli.compress_textures(
quality=85,
format=‘ASTC_6x6’
)
# 鸿蒙特定资源处理
harmonyos_packtools.convert_images(
input_dir='Content/Textures',
output_dir='Build/HarmonyOS/Textures',
format='WEBP',
quality=75
)
打包配置示例
DefaultGame.ini 打包设置
[/Script/AndroidRuntimeSettings.AndroidRuntimeSettings]
bPackageDataInsideApk=True
bBuildForES31=True
bEnableSeparateApkForAssets=False
[/Script/HarmonyOSRuntimeSettings.HarmonyOSRuntimeSettings]
AppID=your.app.id.harmony
VersionCode=100
VersionName=1.0.0
PackageType=APK
八、学习资源推荐
官方文档:
https://developer.harmonyos.com
https://docs.unrealengine.com/5.0/
开源项目参考:
https://github.com/HarmonyOS-Community/UE5-Bridge
https://github.com/UnrealEngine/Unreal-Harmony-Samples
调试工具:
ARM Mobile Studio
Huawei Profiler
RenderDoc
本指南包含完整的开发环境配置、核心代码示例和优化策略,建议按照以下路径学习:
先搭建基础开发环境
实现基础交互功能
逐步集成AI和图形优化
最后进行性能调优
真的能用吗???
yes