Hi, I’m new to Unreal Engine. I have a task given by my University : Convert a C++ VR project from UE version 4.14 to version 4.27, and I struggle a lot.
I know nothing about Unreal Engine, I don’t even know what’s the best approach : Converting the project itself or creating a new one and then importing all the data ?
I tried to convert the project itself, but it’s a giant mess, it says I must rebuild from source manually but in Visual Studio 2019 the project can’t be opened and in Visual Studio 2017 there are errors at almost every line of code.
Btw I can’t even compile the project normally when I open it with UE 4.14, it says the 32-bit compiler in VS is not found but any installation configuration of VS 2017 doesn’t seem to fix the problem.
So, I thought it was easier to create a new, clean, projet in UE 4.27, and then import all the data from the old project.
But when I make a VR project I can’t choose the C++ mode, so I guess I will have to reproduce the whole code with blueprints.
Please send your professor whom-ever gave the task this way…
You do not ever, EVER Update working projects.
Ever.
Teaching people that it is OK to update is like shooting a whole generation in the foot and laughing at them because they limp, ffs.
With regards to your particular issue:
When you create projects in unreal the only “difference” is what template you start with.
You don’t need any template, just create a new C++ project. Make sure it works and compiles. Add the VR add-on and make sure it starts correctly before moving forward.
from then on, you can actually add the existing blueprint template files into the project content folder. (By creating the BP version and copy/pasting the content folder).
My best question is…
People who know the engine well wouldn’t bother trying this - why would someone with no knowledge of unreal be expected to accomplish this?
Re your compiling issue.
Are you familiar with VisualStudio enough to just change from 32bit to 64bit and see if you manage compiling?
Thank you for your answer
But I made a new projet with the VR preset (so, no C++), and I sucessfully imported the content of the old project.
Of course, there are many blueprint errors to fix from the other project, no C++ code, and I can’t play the map normally, but there’s progress.
People who know the engine well wouldn’t bother trying this - why would someone with no knowledge of unreal be expected to accomplish this?
I guess the goal is also to make me learn Unreal Engine in a challenging way
Are you familiar with VisualStudio enough to just change from 32bit to 64bit and see if you manage compiling?
There’s no problem when I try to compile C++ (when making a test C++ projet) with UE 4.27, it was only with version 4.14. But now I guess it’s irrelevant because the new project is only blueprints.
I’ll just have to code a lot with blueprints, fortunately the old project is not really big and doesn’t have a ton of logic so I think it can be doable.
Sounds more like the goal is to make you hate using unreal off the bat - Believe me, you get there in about a month on your own without needlessly complicated tasks
In VS, top section where you hit the “play” button you should have an option for x32 or x64. Could be that’s all you have to do to get it to where the editor launches.
otherwise, you right click the project and change settings in the property view…