Hi ,
The first answer is kind of too long, so I’m posting latest result here.
I tried the steps you posted at Mar 19 '16 at 3:58 AM, basically they are fine, but there are still some problems, I’m going to describe them below.
- I built the engine (DevEditor + W64) and submitted all files inside Engine folder to Perforce (including Engine/Intermediate, Engine/Saved)
- I put my Game folder at the same level with Engine folder, and built it (DevEditor + W64) and submitted it to Perforce, but not including Intermediate, as I’m following the documentation.
- I downloaded the Engine and Game to another computer.
- I opened UE4Editor.exe, the project browser popped up, and the game project is already listed here, since it’s next to Engine folder so it’s found automatically.
- In 4, there is no message window to tell me to convert the project, that’s good.
- In 4, however I found the reason is that my game’s uproject file does not have Engine Association GUID (like this: “EngineAssociation”: “”), I’m not sure if it’s ok.
- I refreshed Visual Studio files in editor, then opened VS 2015, then closed the editor.
- I set my Game project as startup project, then right click it and select Build (DevEditor + W64).
- Then there’s the problem; ShaderCompileWorker first compiles, then my game compiles, then the whole engine compiles.
Why I wanted to do step 8 is because I wanted to make sure if I build my game project, it won’t trigger the engine to build again.
I wanted to make sure this since I’m gonna modify my game project’s c++ code anyway, so this is an early test.
I also tried another approach, the steps 1 to 6 are the same:
Alt 7. I double clicked a C++ class in content browswer and it opens VS 2015.
Alt 8. I modify the cpp file and switch back to editor, and clicked Compile button.
Alt 9. The hot-reload process is completed, and only the game project is compiled, which is good!
Alt 10. I closed the editor, go to VS 2015, right click my game project and select Build, then, the rebuild process happen again…(ShaderCompileWorker > my game > engine)
The reason I wanted to do step 10 is the same, since I’m gonna modify the cpp codes anyway, and if I want to generate the latest UE4Editor-MyGame.dll, I must do step 10.
However there is a small difference in the VS 2015 output window, it shows 2 lines which says that:
1> Failed to write dependency cache: 找不到路徑 ‘D:\UE_4.11.0\VR\code\Engine\Intermediate\Build\Win64\ShaderCompileWorker’ 的一部分。
1> Failed to write FlatCPPIncludeDependencyCache: 找不到路徑 ‘D:\UE_4.11.0\VR\code\Engine\Intermediate\Build\Win64\ShaderCompileWorker’ 的一部分。
The interesting thing is that, “D:\UE_4.11.0” is not the path of UE4Editor.exe of my current computer, it’s the path of the original computer.
So if the original path is written in some file and submitted to Perforce, would it be the reason of rebuilding the engine?
These are the details I have now, if you have spare time, please help to investigate them , thanks!