Difference between revisions of "Building PSUnreal on Windows"

From PSwiki
Jump to navigation Jump to search
(cmake command for libzip)
 
Line 16: Line 16:
 
* Step 3:  Download the source code from UE4 Repo
 
* Step 3:  Download the source code from UE4 Repo
 
** list remote branches with: git ls-remote https://github.com/EpicGames/UnrealEngine.git
 
** list remote branches with: git ls-remote https://github.com/EpicGames/UnrealEngine.git
** get source code with: git clone -b 4.24.3-release https://github.com/EpicGames/UnrealEngine.git
+
** get source code with: git clone -b 4.25.2-release https://github.com/EpicGames/UnrealEngine.git
 
** this will create a "Unreal Engine" directory as child of the dir where you run the command
 
** this will create a "Unreal Engine" directory as child of the dir where you run the command
 
* Step 4:  Install Visual Studio 2017, follow [https://docs.unrealengine.com/en-us/Programming/Development/VisualStudioSetup#optionsforanewvisualstudioinstallation these instructions] to get the right components in your Visual Studio
 
* Step 4:  Install Visual Studio 2017, follow [https://docs.unrealengine.com/en-us/Programming/Development/VisualStudioSetup#optionsforanewvisualstudioinstallation these instructions] to get the right components in your Visual Studio

Latest revision as of 18:46, 28 July 2020

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 editor and then running/debugging the game within the editor. Please note VS breakpoints will work also in this mode. THIS IS THE ONE WE USE AS DEFAULT.
* Compiling the client without editor, and you will then need cooked content (prepared art files). 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 Unreal Engine

High level steps:

  • Step 1: Register an account at UnrealEngine and GitHub
  • Step 2: Add your GitHub username to in your UnrealEngine profile under your dashboard
  • Step 3: Download the source code from UE4 Repo
  • Step 4: Install Visual Studio 2017, follow these instructions to get the right components in your Visual Studio
  • Step 5: Run Setup.bat to download and install the prerequisites
  • Step 6: Run GenerateProjectFiles.bat to make project files
    • if it complains about windows 8.1 sdk, just install it from here
    • If you get the error "The reference assemblies for framework ".NETFramework,Version=v4.6.2" were not found." just install it from here
  • Step 7: If you dont have it yet, you need to make an account to login to Visual Studio.
  • Step 8: Launch Visual Studio, open UE4.sln and Build Unreal Engine 4 with Development Editor configuration and Win64 Platform
  • Step 9: Copy F:\UnrealEngine\Engine\Source\ThirdParty\zlib\v1.2.8\lib\Win64\VS2015\zlib.dll to F:\Unreal Projects\MyProject2\PSUnreal\Binaries\Win64
  • Step 10: Run the UE4Editor.exe from Engine\Binaries\Win64\ subdirectory

Compiling PSUnreal

You need to install MariaDB Connector from: https://mariadb.com/downloads/#connectors

  • Select C connector , version 3.1.8GA and MS Windows (64-bit) as platform
  • It will install it in : \Program Files\MariaDB\MariaDB Connector C 64-bit
  • From the MariaDB install directory, copy both lib/ and include/ (with subfolders) into PSUnreal\ThirdParty\MariaDB\

Compile Wordnet

  • Open PSUnreal\ThirdParty\Wordnet\Wordnet.sln with Visual Studio
  • Click on Compile
  • Copy this file: PSUnreal\ThirdParty\Wordnet\x64\Debug\Wordnet.lib in PSUnreal\ThirdParty\Wordnet\lib\x64\Wordnet.lib

In this mode you will 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

Preparing the server

  • Install mysql server and launch it
  • Create the PlaneShift database
 > mysql -u username -ppassword
  • IF you get 'mysql' is not recognized command, means windows cannot find it. Do the following
    • press start, type "advanced setting", the click on "View advanced system settings"
    • Click on "Environment Variables" at the bottom
    • Click on PATH line, end "Edit".
    • Then click on "New" to add a new element in the PATH variable
    • Copy paste the directory where your mysql.exe is , for me is "F:\Develop\MySQL\MySQL Server 5.5\bin"
    • Click on OK on both windows to apply
    • open A NEW command prompt, now it will work

The default username is root with no password.

Then from within mysql:

 mysql> create database planeshift;
 mysql> GRANT ALL PRIVILEGES ON planeshift.* TO planeshift@localhost IDENTIFIED BY 'planeshift';
 mysql> quit
 > cd PSUnreal\Scripts
 > mysql -u planeshift -pplaneshift
 mysql> use planeshift;
 mysql> source psunreal_mysql_20200401.sql;
 mysql> quit
  • To test if you can connect to your database install: https://dbeaver.io/
  • Provide the connect information : locahost , port 3306, you should see the planeshift schema with a set of tables.

Launching the server and client

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

1) PREFERRED. PSUnreal\Scripts\client.bat (you may need to adapt the path to your installation)

2) From Visual Studio

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

3) From Visual Studio with the Editor first

  • 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.


If you want to launch the server: 1) PREFERRED. Use PSUnreal\Scripts\server.bat (you may need to adapt the path to your installation)

2) from VS:

  • 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


Updating your database

From time to time a new database is posted under \Scripts, example: psunreal_mysql_20200401.sql

To update your database you need to:

 > cd PSUnreal\Scripts
 > mysql -u root -p
 
 mysql> drop database planeshift;
 mysql> create database planeshift;
 mysql> GRANT ALL PRIVILEGES ON planeshift.* TO planeshift@localhost IDENTIFIED BY 'planeshift';
 mysql> quit
 > mysql -u planeshift -pplaneshift
 mysql> use planeshift;
 mysql> source psunreal_mysql_20200401.sql;
 mysql> quit


cmake command for libzip

 mkdir build
 cd build
 C:\PSUnreal\ThirdParty\Libzip\libzip\build>"F:\My Programs\Develop\CMake\bin\cmake" -DZLIB_LIBRARY=C:\UnrealEngine\Engine\Source\ThirdParty\zlib\v1.2.8\lib\Win64\VS2015\Release\zlibstatic.lib -DZLIB_INCLUDE_DIR=C:\UnrealEngine\Engine\Source\ThirdParty\zlib\v1.2.8\include -DENABLE_COMMONCRYPTO=OFF -DENABLE_GNUTLS=OFF -DENABLE_MBEDTLS=OFF -DENABLE_OPENSSL=OFF -DENABLE_WINDOWS_CRYPTO=OFF -DENABLE_BZIP2=OFF -DENABLE_LZMA=OFF -G "Visual Studio 15 2017 Win64" ..