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| author | Chance Ivey <[email protected]> | 2020-06-24 18:58:56 -0700 |
|---|---|---|
| committer | GitHub <[email protected]> | 2020-06-24 18:58:56 -0700 |
| commit | 7b71522b08c986671c251b15b20c9e266ff7bd90 (patch) | |
| tree | 50d61c2092a8d57cc63a44209af87e72e09e1f0e | |
| parent | Merge branch 'release' of https://github.com/EpicGames/UGCExample into release (diff) | |
| download | ugcexample-7b71522b08c986671c251b15b20c9e266ff7bd90.tar.xz ugcexample-7b71522b08c986671c251b15b20c9e266ff7bd90.zip | |
Added section for setting up Output path for SimpleUGC.Automation
| -rw-r--r-- | Documentation/QuickStart.md | 19 |
1 files changed, 12 insertions, 7 deletions
diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md index 03e7d17..a119039 100644 --- a/Documentation/QuickStart.md +++ b/Documentation/QuickStart.md @@ -24,9 +24,13 @@ Before opening the UGC Example project, follow these steps to ensure everything  -5. **Build** the **AutomationTool** project. -6. **Build** the **UGCExample** project in the **Development** configuration. -7. **Build and run** the **UGCExample** project in the **Development Editor** configuration. +5. Open **Properties** for **SimpleUGC.Automation** and choose the **Build** tab on the left. Set the **Output Path** to your source build's **Engine\Binaries\DotNET\AutomationScripts\\** directory for **both Development and Debug Configurations**. The "Browse..." button makes this easy. + + + +6. **Build** the **AutomationTool** project. +7. **Build** the **UGCExample** project in the **Development** configuration. +8. **Build and run** the **UGCExample** project in the **Development Editor** configuration. ## UGC Example Project ### Project Overview The UGC Example project is pretty basic. It has two Levels, a handful of Blueprints, and an example mod menu UI. @@ -177,7 +181,7 @@ If you went through the example above, you may need to remove the UGC Example pr Alternatively, you can refactor the names in these build scripts to match your project as you’re likely going to make a number of project-specific changes by the time you ship your mod kit. -Take these steps for your project (just like above): +Take these steps for your project (just like above, see images for references): 1. Place your project in a directory under your UE4 root directory (such as /Games or /Projects) and add the directory to **UE4Games.uprojectdirs** using your favorite text editor. Save this file. @@ -186,9 +190,10 @@ Take these steps for your project (just like above): 2. Run **GenerateProjectFiles.bat** in your UE4 root directory. 3. Open the **Visual Studio solution**. 4. Verify that the build scripts are listed in the **Programs/Automation** directory -5. **Build** the **AutomationTool** project. -6. **Build your project** in the **Development** configuration. -7. **Build and run your project** in the **Development Editor** configuration. +5. Open **Properties** for **SimpleUGC.Automation** and choose the **Build** tab on the left. Set the **Output Path** to your source build's **Engine\Binaries\DotNET\AutomationScripts\\** directory for **both Development and Debug Configurations**. The "Browse..." button makes this easy. +6. **Build** the **AutomationTool** project. +7. **Build your project** in the **Development** configuration. +8. **Build and run your project** in the **Development Editor** configuration. ### Custom Game Instance For discovering mod packages and tracking overrides, we need a place to create and store the UGCRegistry Class. We do this in a custom **GameInstance** Class, as GameInstance gets created early enough that mod packages can become available before the first UE4 Level is on the screen, but late enough that all content plugin packages have been mounted and are ready for use. |