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199 lines
6.3 KiB
Plaintext
199 lines
6.3 KiB
Plaintext
Availability:Public
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Title:Managing Game Code
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Crumbs: %ROOT%, Programming, Programming\Development
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Description:Adding code and generating project files.
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Version: 4.9
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%Globals:OSSelect%
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## Adding Code to Projects
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### C++ Class Wizard
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[INCLUDE:Programming\Development\ManagingGameCode\CppClassWizard#main]
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### Development Environment
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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active_button_content
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[/PARAMLITERAL]
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[PARAM:content]
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Code files can be created through Visual Studio and added to the game project through the **Solution Explorer**
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in the usual manner. You can also add code files to the appropriate folders outside of Visual Studio and rebuild
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the solution and project files automatically. This makes it easy to add lots of files quickly through the operating system UI, and also makes working on teams
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easier as the solution and project files do not need to be synced between members of the team. Each person can
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just sync the code files and rebuild the project files locally.
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[/PARAM]
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[/OBJECT]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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mac
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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Code files can be created through Xcode and added to the game project through the **Project Navigator** in the usual manner.
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You can also add code files to the appropriate folders outside of Xcode and rebuild the project file automatically.
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This makes it easy to add lots of files quickly through the operating system UI, and also makes working on teams easier
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as the solution and project files do not need to be synced between members of the team. Each person can just sync the
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code files and rebuild the project files locally.
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[/PARAM]
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[/OBJECT]
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## Opening Projects in the Development Environment
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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active_button_content
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[/PARAMLITERAL]
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[PARAM:content]
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If your project is already open in the editor, you can easily open it in Visual Studio by selecting **Open Visual Studio** from the **File** menu.
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You can also open the project in Visual Studio through Windows Explorer or Visual Studio's **File > Open > Project/Solution**.
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[PUBLISH:Licensee]
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**If your project is inside the UE4 root directory:**
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* Open the `UE4.sln` Visual Studio solution located in the UE4 root directory.
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**If your project is outside of the UE4 root directory:**
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[/PUBLISH:Licensee]
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* Open the `[ProjectName].sln` Visual Studio solution located in the root of the project's directory.
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[/PARAM]
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[/OBJECT]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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mac
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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If your project is already open in the editor, you can easily open it in Xcode by selecting **Open in Xcode** from the **File** menu.
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You can also open the project in Xcode through Finder or Xcode's **File > Open**.
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* Open the `[ProjectName].xcodeproj` Xcode project located in the root of the project's directory.
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[/PARAM]
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[/OBJECT]
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## Generating Project Files
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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active_button_content
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[/PARAMLITERAL]
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[PARAM:content]
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[REGION:warning]
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The project files are considered intermediate files - located in `[ProjectDirectory]\Intermediate\ProjectFiles`. This means if you delete your `Intermediate` folder, you must regenerate the project files.
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[/REGION]
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[/PARAM]
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[/OBJECT]
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[PUBLISH:Licensee]
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### GenerateProjectFiles.bat
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**If your project is inside the UE4 root directory:**
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1. Run the `GenerateProjectFiles.bat` batch file located in the root `UE4` directory.
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1. Open the `UE4.sln` Visual Studio solution located in the root `UE4` directory.
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There are advanced options available for [](Programming/UnrealBuildSystem/ProjectFileGenerator), which can be used to generate project files for shipping, additional platforms, or Visual Studio 2013.
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[/PUBLISH:Licensee]
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### .uproject files
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[PUBLISH:Licensee]
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To get the **Generate Visual Studio Files** menu item to show up in the **right-click** menu for `.uproject` files, you must first run `RegisterShellCommands.bat` in `UE4\Engine\Build\BatchFiles`.
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**If your project is outside of the UE4 root directory:**
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[/PUBLISH:Licensee]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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windows
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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active_button_content
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[/PARAMLITERAL]
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[PARAM:content]
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1. Navigate to the location of `[ProjectName].uproject` in Windows Explorer.
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1. **Right-click** on the `[ProjectName].uproject` file and select **Generate Visual Studio Files**.
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1. UnrealBuildTool updates the project files and the solution, including generating Intellisense data.
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1. Open the `[ProjectName].sln` Visual Studio solution located in the root of the project's directory to view the game project in Visual Studio.
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[/PARAM]
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[/OBJECT]
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[OBJECT:ToggleButtonContent]
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[PARAMLITERAL:category]
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OS
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[/PARAMLITERAL]
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[PARAMLITERAL:id]
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mac
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[/PARAMLITERAL]
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[PARAMLITERAL:active]
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[/PARAMLITERAL]
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[PARAM:content]
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1. Navigate to the location of [ProjectName].uproject in Finder.
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1. **Right-click** on the [ProjectName].uproject file and select Generate Xcode Files.
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1. UnrealBuildTool updates the project
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1. Open the [ProjectName].xcodeproj Xcode project located in the root of the project's directory to view the game project in Xcode.
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[/PARAM]
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[/OBJECT]
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[PUBLISH:Licensee]
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[REGION:note]
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For advanced project file generation options for projects outside the UE4 root directory, edit the `RegisterShellCommands.bat` batch file. The `Generate Visual Studio projects (all platforms)` entry
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shows an example of an additional menu entry, in this case with the `-AllPlatforms` flag. The [available options](Programming/UnrealBuildSystem/ProjectFileGenerator) are the same as for the main `GenerateProjectFiles.bat` file.
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[/REGION:note]
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[/PUBLISH:Licensee]
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