UE4-SpaceMouse
UE4-SpaceMouse copied to clipboard
Tips for compiling for custom UE builds
Hello, Great work. Just wondering if we could get a few tips from @microdee or the community as to compile and use this for custom UE builds. We're forced into a custom build which is causing incompatibilities with our plugins.
Hi! Just clone the repo with recursive submodules somewhere and copy the plugins folder to your project.
Oh great, thanks for the tip. What about for custom UE4 builds, is it as simple as doing the same into the Engine/Plugins folder? Will it automagically compile properly with the BuildTool and such do you know?
I guess yes, it's 2 simple plugins (HIDUE and SpaceMouse) no other magic is used, you can I guess just include those in your custom engine build.
For launcher versions I make "precompiled releases" with DeployForVersion.ps1 script (I have another one which just runs that script for all versions I have installed). You might need to add your engine path to the search paths in ProjectModule.psm1. It will nicely create a ready to deploy 7zip file.
Does anyone else have a problem where no visual studio .sln files are created when running 'GenerateProjectFiles.bat' or .sh ?? Therefore, I cannot manually compile. Only via opening an unreal .uproject file and trying to build and debug as it builds before opening.