UE4-SpaceMouse icon indicating copy to clipboard operation
UE4-SpaceMouse copied to clipboard

Tips for compiling for custom UE builds

Open DanMcLaughlin opened this issue 4 years ago • 4 comments

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.

DanMcLaughlin avatar Oct 22 '20 15:10 DanMcLaughlin

Hi! Just clone the repo with recursive submodules somewhere and copy the plugins folder to your project.

microdee avatar Oct 23 '20 21:10 microdee

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?

DanMcLaughlin avatar Oct 23 '20 23:10 DanMcLaughlin

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.

microdee avatar Oct 25 '20 00:10 microdee

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.

brybalicious avatar Dec 27 '20 12:12 brybalicious