TYJURGNHFUI,O -9[807UOTRYFHGHIO08798TUOGBHJIJOIP087979
So Ive been trying to figure out the ‘correct’ way to setup a project. But there is intense ambiguity as to how to do that in the documentation and seemingly hundreds of options at every stage. Searching thru the answer hub is like searching through an ocean haha, so I’m asking my questions.
I simply want to setup a c++ project using the fps template, and to be able to modify the engine source as well.
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It is not clear to me which variation of the engine I’m supposed to start with, the one that the Unreal Games Launcher gives me, or the one that is available on Github. Each is different, each has things the other does not… I have not seen documentation that explains all this.
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In my attempts to establish a repo, I started with the UGL download, and copied over the git download on top of that, skipping files of the same name, that way I have both the templates/features from the UGL download + the seemingly needed stuff from the github version. From this I run setup.bat, that completes. Then I run GenerateProjectFiles.bat, that errors out saying game name missing or something. I see on the answerhub that to resolve that Im supposed to create a project first, so I create a c++ project with fps template (by running UE4Editor.exe which then presents the project creation/picker window). That completes and it is opens in VS, and I can launch the project editor from VS just fine. However when I go to run the GenerateProjectFiles.bat again it gives me the same error as before. Do I even need to run that bat file since the project created its own project files including the UE4 project in its intermediary folder?
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I try to create a bat file (in root directory of repo) to launch my project editor, according to the documentation the syntax is:
START .\Engine\Binaries\Win64\UE4Editor.exe .\Projects\MyProj\MyProj.uproject -skipcompile
This however does not work and results in the error popup: “failed to open descriptor file”
but I don’t know what/where that is and no further info is given.
Some clarification would be helpful.
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I think I understand the answer to 1 and 2 now, basically the UGL d/l is a trap. If the desire is to be able to modify the engine then the source build from git is what is to be used, the git release + what setup.bat adds is roughly equivalent to the UGL download with the added benefit of being able to modify it.
Still haven’t figured out #3 yet, getting the impression I’m supposed to use the ‘project browser’ and/or UGL, however Im having problems with both of those.
Ok finally figured out #3, simply double clicking the project file opens its editor, so making a shortcut to it is the solution. derp!