Building PSUnreal on Windows: Difference between revisions
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Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29 | Check this page as reference: https://wiki.unrealengine.com/Dedicated_Server_Guide_%28Windows_%26_Linux%29 | ||
== Compiling == | 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 MyProject2.uproject and "Generate Visual Studio project files" | * Generate project files, by right clicking on MyProject2.uproject and "Generate Visual Studio project files" | ||
* Open Visual Studio '''2015''' | * Open Visual Studio '''2015''' | ||
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* Select "MyProject2" project from the left tree view and "DebugGame Client" as configuration from the top dropdown | * Select "MyProject2" project from the left tree view and "DebugGame Client" as configuration from the top dropdown | ||
* Compile (about 30 minutes on my PC) | * Compile (about 30 minutes on my PC) | ||
* Select "MyProject2" project from the left tree view and "DebugGame Server" as configuration from the top dropdown | * Select "MyProject2" project from the left tree view and "DebugGame Server" as configuration from the top dropdown | ||
* Compile | * Compile | ||
* Cook your content with C:\Luca\UnrealEngine\Engine\Binaries\Win64\UE4Editor-cmd.exe "C:\Users\Luke\Documents\Unreal Projects\MyProject2\MyProject2.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 MyProject2.uproject and "Generate Visual Studio project files" | |||
* Open Visual Studio '''2015''' | |||
* Open MyProject2.sln | |||
* Select "MyProject2" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown | |||
* Compile | |||
There are different ways to launch the client in debug mode: | There are different ways to launch the client in debug mode: | ||
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* From VS properties on MyProject2 remove -game from command line | * From VS properties on MyProject2 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. | * 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 == | == Launching the server == | ||
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* From VS properties on MyProject2 add this in the command line: -server -log | * From VS properties on MyProject2 add this in the command line: -server -log | ||
* It will launch directly without going through the editor | * It will launch directly without going through the editor | ||
Revision as of 22:31, 19 March 2016
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 MyProject2.uproject and "Generate Visual Studio project files"
- Open Visual Studio 2015
- Open MyProject2.sln
- Select "MyProject2" project from the left tree view and "DebugGame Client" as configuration from the top dropdown
- Compile (about 30 minutes on my PC)
- Select "MyProject2" 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\MyProject2\MyProject2.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 MyProject2.uproject and "Generate Visual Studio project files"
- Open Visual Studio 2015
- Open MyProject2.sln
- Select "MyProject2" project from the left tree view and "DebugGame Editor" as configuration from the top dropdown
- Compile
There are different ways to launch the client in debug mode:
1)
- Select the DebugGameEditor configuration
- From VS properties on MyProject2 add command line -debug -game
- It will launch directly without going through the editor
2)
- Select the DebugGameEditor configuration
- From VS properties on MyProject2 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
- Select the DebugGameEditor configuration
- From VS properties on MyProject2 add this in the command line: -server -log
- It will launch directly without going through the editor