Difference between revisions of "Building PSUnreal on Windows"

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== Compiling ==
== Reference docs ==
* Generate project files, by right clicking on MyProject2.uproject and "Generate Visual Studio project files"
 
* Open Visual Studio '''2015'''
Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29
* 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 ==
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


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


  GameDefaultMap=/Game/ThirdPerson/Maps/MainMenu
== Compiling the client without editor ==
  ServerDefaultMap=/Game/ThirdPerson/Maps/MainMenu
* Generate project files, by right clicking on PSUnreal.uproject and "Generate Visual Studio project files"
* Open Visual Studio '''2017'''
* Open PSUnreal.sln
* Select "PSUnreal" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
* Compile (about 30 minutes on my PC)
* Select "PSUnreal" 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\PSUnreal\PSUnreal.uproject" -run=cook -targetplatform=Windows
* Start the client in debug mode


== Compiling the editor and running the game from it ==


== Launching the client ==
In this mode you wll use the Editor to run/debug the game


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.
* Generate project files, by right clicking on PSUnreal.uproject and "Generate Visual Studio project files"
* Open Visual Studio '''2017'''
* Open PSUnreal.sln
* Select "PSUnreal" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
* NOTE: DebugGame configuration builds the engine as optimized, but leaves the game code debuggable. This configuration is ideal for debugging only game modules.
* Compile


There are different ways to launch the client in debug mode:
There are different ways to launch the client in debug mode:
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* Select the DebugGameEditor configuration
* Select the DebugGameEditor configuration
* From VS properties on MyProject2 add command line -debug -game
* From VS properties on PSUnreal add command line -debug -game
* It will launch directly without going through the editor
* It will launch directly without going through the editor


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* Select the DebugGameEditor configuration
* Select the DebugGameEditor configuration
* From VS properties on MyProject2 remove -game from command line
* From VS properties on PSUnreal 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.
* 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 ==
== Launching the server ==


* Select the DebugGameEditor configuration
* Install mysql server and launch it
* From VS properties on MyProject2 add this in the command line: -server -log
* 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 "DebugGame Editor" configuration (if you select Development Editor then the Editor will start instead of the server)
* From VS properties on PSUnreal , select "Debugging" and then add this in the command line: -server -log
* The resulting property will be like: "$(SolutionDir)$(ProjectName).uproject" -server -log
* It will launch directly without going through the editor
* It will launch directly without going through the editor

Revision as of 10:52, 14 January 2019

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 PSUnreal.uproject and "Generate Visual Studio project files"
  • Open Visual Studio 2017
  • Open PSUnreal.sln
  • Select "PSUnreal" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
  • Compile (about 30 minutes on my PC)
  • Select "PSUnreal" 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\PSUnreal\PSUnreal.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 PSUnreal.uproject and "Generate Visual Studio project files"
  • Open Visual Studio 2017
  • Open PSUnreal.sln
  • Select "PSUnreal" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
  • NOTE: DebugGame configuration builds the engine as optimized, but leaves the game code debuggable. This configuration is ideal for debugging only game modules.
  • Compile

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

1)

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

2)

  • Select the DebugGameEditor configuration
  • From VS properties on PSUnreal 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

  • Select the "DebugGame Editor" configuration (if you select Development Editor then the Editor will start instead of the server)
  • From VS properties on PSUnreal , select "Debugging" and then add this in the command line: -server -log
  • The resulting property will be like: "$(SolutionDir)$(ProjectName).uproject" -server -log
  • It will launch directly without going through the editor