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BuildConfig.json

Open FelipeAvilaMachado opened this issue 7 months ago • 1 comments

Hello, I've been testing using this tool and it's really helpful to install all the SDKs dependencies and compiling. But I've been struggling with setting up a BuildConfig.json to generate my builds.

I've a custom engine and want to generate a shipping build for the Client and a build for the Server. So far I've managed to generate the Game Build without the BuildConfig.json

I'm trying to create a json on my own, but I've some issues:

Engine Json:

BuildConfigEngine.jsonc

Game json:

BuildConfigGame.jsonc

How can i create a json that compiles the Client/Server with my engine?

Thanks in advance, Felipe.

FelipeAvilaMachado avatar May 22 '25 12:05 FelipeAvilaMachado

This should do what you want:

{
  "UETVersion": "2025.1133.453",
  "$schema": "https://raw.githubusercontent.com/RedpointGames/uet-schema/main/root.json",
  "Type": "Engine",
  "Distributions": [
    {
      "Name": "Default",
      "Build": {
        "TargetTypes": [
          "Client",
          "Server"
        ],
        "Platforms": [
          "Win64"
        ],
        "EditorPlatforms": [
          "Win64"
        ]
      },
      "Cook": {
        "GenerateDDC": true
      }
    }
  ]
}

Once this runs, I believe the installed build of the engine ends up underneath Saved. You can then copy this installed build somewhere else on your system, or package it up with uet uefs ... commands.

When you want to build a game with that engine, you just do:

uet build -d MyProject -e <Path to installed engine build>

Note that building the engine isn't a necessary prerequisite for building the game, it's just that an installed build can be faster for artists to use since there's no engine compilation happening. If you just have the engine in source form, you can just do uet build -d MyProject -e <path to source engine> and it will build the engine code on-demand based on what is out-of-date or not yet built.

hach-que avatar May 26 '25 03:05 hach-que