So I downloaded the Strategy Game example project off of the marketplace but it did not create a Visual Studio Solution for the code.
Is there a way to generate the .sln file for Visual Studio from the Editor without having to add a new source file that will just get deleted later?
I did this and it does work. However, is there a way to generate the solution without having to add a code file?
Itās really not that big of a deal but it does work.
It seems if a āSourceā directory exists with code files (in the case of the example projects off the marketplace), then āGenerate Visual Studio Filesā works for exactly what I need.
However, if no source files exists, you have to add a new source file (which makes sense anyway).
everyone and thank you for this awesome Engine. My friend got UE4 and we are both discovering it. His english is not good enough, that is why I am speaking of his behalf. Well, it seems we are encountering the same problem as here: ShooterGame / StrategyGame won't open in an editor built from source - Community & Industry Discussion - Epic Developer Community Forums we can not open ShooterGame and StrategyGame and we got the same message: āShooterGameLoadingScreenā could not be found. Please ensure that this module exists and that it is compiled." After running the RegisterShellCommands.bat as an admin, we got the āGenerate Visual Studio Files.ā by right clicking on ShooterGame.uproject and StrategyGame.uproject and according to this: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums , we should get the sln file of the game and then start the steps that you mentionned. Unfortunately, the VS project wasnāt created "Just above your Strategy Game project, you should see a new file for Visual Studio. Open it up to take a peek at all of the C++ code behind your game! " like how the tutorial indicates. So If we didnāt get the sln file, then we can not continue the following steps to make the project run. Can you please help us? Thanks.
Hereās a very straightforward way to generate your project files. In the folder with your .uproject file, create a .bat file, and make it something like this
Personally Iām using a relative path for the the .bat file, youāll probably want to use an absolute path. Also, If youāre just compiling the game code and arenāt modifying the engine code, you can skip adding the ā-Engineā parameter.
Note that not all marketplace projects have code - Swing Ninja for example. When you try and generate the code files for these it will complain and fail as these are done in Blueprints not C++. You can however add code to the project by the methods suggested above.