So I want to dive right in and add some modules to cascade, but I’m a little bit stuck as to how to add and test my changes quickly, and I’m also having major issues with the GitHub client.
First of all, I can’t keep up-to-date with the latest engine source, as my GitHub client constantly crashes when fetching changes. It sits there for a while thinking about it, but I guess the scope of this project is so huge that it struggles with it. I’m not on a low-spec machine by any means and have a good connection, but maybe there is a better way to keep my repository up-to-date with the latest changes?
Question #2, I now want to start adding some modules to cascade, ideally some of the ones that are missing in UE4 vs UE3 and that I quite miss. I have little understanding of the Engine API, but is it reasonable to assume that by looking at the source code for the current modules (which I THINK I’ve found), I could piece together my own? I believe the files are in Source > Runtime > Engine > Classes > Particles (or Private > Particles for the .cpp files). I’m using VS Express 2013, if I simply add a .h file and a .cpp file from within Visual Studio by right-clicking on their folders, will the engine pickup my new modules’ source code when compiling or do I need to reference them elsewhere in the code?
Question #3: Is there a way I can test these changes/new modules without waiting 15+mins for the editor to compile after each change? Obviously to use them I would have to do that, but can I at least ask VS to check if the project will compile? I’m far from experienced in C++ so I’m likely to make a lot of mistakes to begin with and compiler errors aren’t the easiest thing to navigate through.
More importantly I guess, am I wasting my time bringing back some of my favourite modules because Epic is already working on it? Thanks