New to engine source, some advice please?

Getting my first try on using a “custom source”, I would like to ask some questions.
I’ve donwloaded the source, built the engine first time to check if it has everything in place, and so I did a clone from my project (other folder, name and such).

Was nice to see that version switcher on right click on an Unreal project takes into account also local engine compiled versions (did I say you are amazing?), but when the solution files were generated, I got 2 .sln on the folder. One contains my game as a “sub-solution” from the engine, the other just the game.

Q1: Can I use any of the .slns or now I need to code my “JUST game stuff” only trough the solution that also has the engine attached?

Q1B: If I need to use the combined version, is there any way to clean/rebuild “just the game part” on VS?

Q2: The engine takes a lot to “full-compile” is there any way to just to compile and update the module I’ve worked on?

Thank you!

Q1: When you start a C++ UE4 project there should be a .sln for it, if not, right click on your .uproject file and select Generate VS Solution, iirc. It will include hooks to the engine, etc. All you need is there, so you can just start creating your own classes and functions, etc.

Q1B: When you clean/rebuild your C++ UE4 project, only your project’s code is cleaned, engine objects should not be touched.

Q2: Only your game project is being built from your project’s solution while linking to the engine libraries. Unless you made changes to the engine itself which will require recompiling some portions of the engine itself.

When you get the source from git and changes the version to the local built engine there are 2 Solutions generated and so all the “default” behaviour you’ve described changes a lot. :wink:

I already found the option to just rebuild the game on VS, but that linking time is getting me crazy. LOL