If you have not enabled fast invocation of UFunction (USharpBindingGenSettings::bEnableFastFunctionInvoke), then this step can be ignored.
Add a dependency on UnrealSharp in Build.cs of your game project.
for example(DemoGame.Build.cs):
using UnrealBuildTool;
public class DemoGame : ModuleRules
{
public DemoGame(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[]
{
"Core",
"CoreUObject",
"Engine",
"InputCore",
"EnhancedInput",
// add unreal sharp
"UnrealSharp",
// If you don’t need the test code in UnrealSharpTests, you don’t need to add this.
"UnrealSharpTests"
});
// allow header search in module root.
// If you enable quick access to C++ interactive functions[Default On],
// this must be added, because this will ensure that the automatically generated interactive functions can correctly find the header file.
PublicIncludePaths.Add(ModuleDirectory);
}
}