If you're using a source build, pay extra attention to the Win64 Development flags in the command line. If you build the same project using version A and then version B, the build tool would correctly detect that and rewrite all the binaries.īe careful when dealing with source builds. As long as you get the UnrealBuildTool and editor binary path correct it's just gonna work. This means you can compile and launch the project across multiple Unreal Engine installations. There's no version associated with "DcProject.uproject" file. This resembles the setup of a typical UE game project. The project has one runtime module DcProjectGame which contains game code.ĭcProjectEditor is the editor-only module. These are printed from the project modules: When the editor shows up look for "module starting up" lines in the log. When compilation is done launch the project from command line: C:\UnrealEngine\Engine\Binaries\Win64\UE4Editor "?%/DcProject.uproject" Suppose you have a UE copy at C:\UnrealEngine, you can build the project with the command line below: C:\UnrealEngine\Engine\Binaries\DotNET\UnrealBuildTool DcProjectEditor Win64 Development "?%/DcProject.uproject" -Rocket -NoHotReload Open up your terminal and cd into DcProject root. The directory hierarchy is pretty simple: DcProject.uproject README.md Source |- |- DcProjectEditor | |- | |- Private | | `- DcProjectEditor.cpp | `- Public | `- DcProjectEditor.h |- `- DcProjectGame |- |- Private | `- DcProjectGame.cpp `- Public `- DcProjectGame.h It's a minimal C Unreal Engine project that can be built and launched. We've set up a sample project named DcProject that you can download and play with. Finally we'll look at how DataConfig is setting up tests and automation.Ĭompile and Launch UE Project From Command Line.How to cross-compile the headless target to Linux and run it in WSL(Windows Subsystem for Linux).How to compile and run a headless target inside a UE plugin without a project.How to compile and launch a UE project from command line.In the following sections we'll demonstrate that: It speeds up our workflow a lot and ultimately makes targetting multiple UE versions viable. We need some strategy to quickly build and test against these growing number of versions.įortunately, we found that UE has excellent "headless" support: you can do tons of stuff with the engine from the command line, without opening an editor. Up until now, DataConfig is working from UE4.25-4.27 and UE5 Preview 2. One major challenge we're facing when maintaining DataConfig is that we'll need to support it across multiple Unreal Engine versions.
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