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

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

  • Install mysql server and launch it
  • Create the PlaneShift database
 > mysql -u username -ppassword

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
  • 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