鸿蒙S5+UE5学习必备工具包(2025版)

爱学习的小齐哥哥
发布于 2025-6-9 20:09
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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

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wx685142132bda4
wx685142132bda4

真的能用吗???

回复
2025-6-17 18:23:30
爱学习的小齐哥哥
爱学习的小齐哥哥

yes

回复
2025-6-20 08:58:57
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