Difference between revisions of "Building PSUnreal on Windows"
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== Launching the server == | == Launching the server == | ||
* Install mysql server and launch it | |||
* Create the PlaneShift database as if it was the old PS. See https://svn.code.sf.net/p/planeshift/code/trunk/docs/compiling.html In particular: | |||
** svn co https://svn.code.sf.net/p/planeshift/code/trunk planeshift | |||
** then run the command src/server/database/mysql/create_all.sql to create all ps tables and dummy data | |||
* Select the DebugGameEditor configuration | * Select the DebugGameEditor configuration | ||
* From VS properties on MyProject2 add this in the command line: -server -log | * From VS properties on MyProject2 add this in the command line: -server -log | ||
* It will launch directly without going through the editor | * It will launch directly without going through the editor |
Revision as of 12:05, 14 January 2018
Reference docs
Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29
There are two ways to compile and run your project:
* Compiling the client without editor, and you will then need cooked content (prepared art files) * Compiling the editor and then running/debugging the game within the editor. Please note VS breakpoints will work also in this mode
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.
Compiling the client without editor
- Generate project files, by right clicking on MyProject2.uproject and "Generate Visual Studio project files"
- Open Visual Studio 2015
- Open MyProject2.sln
- Select "MyProject2" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
- Compile (about 30 minutes on my PC)
- 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
- Start the client in debug mode
Compiling the editor and running the game from it
In this mode you wll use the Editor to run/debug the game
- Generate project files, by right clicking on MyProject2.uproject and "Generate Visual Studio project files"
- Open Visual Studio 2015
- Open MyProject2.sln
- Select "MyProject2" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
- Compile
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.
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 server
- Install mysql server and launch it
- Create the PlaneShift database as if it was the old PS. See https://svn.code.sf.net/p/planeshift/code/trunk/docs/compiling.html In particular:
- svn co https://svn.code.sf.net/p/planeshift/code/trunk planeshift
- then run the command src/server/database/mysql/create_all.sql to create all ps tables and dummy data
- 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