Difference between revisions of "Building PSUnreal on Windows"

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== Reference docs ==


Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29
Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29

Revision as of 18:37, 6 March 2016

Reference docs

Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29

Compiling

  • Generate project files, by right clicking on MyProject2.uproject and "Generate Visual Studio project files"
  • Open Visual Studio 2015
  • Open MyProject2.sln
  • Select "UE4" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
  • Compile
  • Select "UE4" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
  • Compile
  • Select "MyProject2" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
  • Compile
  • Select "MyProject2" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
  • Compile
  • Select "MyProject2" project from the left tree view and "DebugGame Server" as configuration from the top dropdown
  • Compile
  • Cook your content with C:\Luca\UnrealEngine\Engine\Binaries\Win64\UE4Editor-cmd.exe "C:\Users\Luke\Documents\Unreal Projects\MyProject2\MyProject2.uproject" -run=cook -targetplatform=Windows

Checking default map

In your project directory there is a DefaultEngine.ini which tells the client and server which map to load as default in particular:

 GameDefaultMap=/Game/ThirdPerson/Maps/MainMenu
 ServerDefaultMap=/Game/ThirdPerson/Maps/MainMenu


Launching the client

All non-editor builds require cooked content, however, you can run an editor build with the "-game" command line flag to run the game directly using the editor data; please note however that this will be slower than a cooked build as the editor is essentially processing assets on the fly.

There are different ways to launch the client in debug mode:

1)

  • Select the DebugGameEditor configuration
  • From VS properties on MyProject2 add command line -debug -game
  • It will launch directly without going through the editor

2)

  • Select the DebugGameEditor configuration
  • From VS properties on MyProject2 remove -game from command line
  • It will launch the Editor, then you press "Play" in the editor. The breakpoints placed in VS are working as expected.

Launching the server

  • Select the DebugGameEditor configuration
  • From VS properties on MyProject2 add this in the command line: -server -log
  • It will launch directly without going through the editor