Do other non-programmers also need to compile your c++ code manually?

So we are making a game for a school project, we are a total of 12 people and 7 are non-programmers. We’ve decided to mostly do our scripting in blueprints but have offloaded some things over to C++ by mainly making blueprint function libraries.

However, when we push the code, only the programmers end up being able to access the blueprint functions we created and it’s only for the programmers where the C++ classes show up in the content browser.

But if we manually compile on the others computers they do end up temporarily getting access to the blueprint functions but the existing blueprint classes using those blueprint functions still are not able to compile as they still believe the nodes do not exist. They then lose access to the blueprint functions again if they restart unreal.

What are we doing wrong? Is there a file we are missing to push?

if you also push the /binaries/win64/UnrealEditor-PROJECTNAME.dll - the other people should be able to run your project without being asked for recompile each time. Ofcourse you should upload up-to-date dll with each change in c++ code.

Can also add UnrealEditor-PROJECTNAME.pdb if you want the others to send you a meaningful crash callstack (you can live without it and manually parse their crashdumps though)

This approach does eat some space in repo, but it’s the simplest one

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