Adding More Variable Types to PhysicalMaterial.h

https://github.com/EpicGames/UnrealEngine?tab=readme-ov-file#getting-up-and-running

Basically what epic says on that section all 7 of them.

The engine simply get all dependencies, compile and build when you try to run it from visual studio. Then you can open a project with this engine version, it will compile shaders for first time and run.

Simply if you followed steps as you said and its open in your VS

  1. Set your solution configuration to Development Editor and your solution platform to Win64, then right click the UE5 target and select Build. It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs.
    (Which should be already default like that in solution)

Click run it will do build if it needs to do already.


PublicDependencyModuleNames.AddRange(new string { “Core”, “CoreUObject”, “Engine”, “InputCore”});

When you make a change in engine code, let’s say PhysicalMaterial.h which is part of PhysicsCore feature, since we are adding UMaterialnstance dependency into it we need to give dependency in its build too (just include is not enough)

since UMaterialInterface is engine dependent

Can be other solutions too, me also quite new to C++ and the engine itself.