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authorChance Ivey <[email protected]>2020-06-24 09:52:47 -0400
committerGitHub <[email protected]>2020-06-24 09:52:47 -0400
commit9ed59ddb33f57c65d965254845a0ae757817149d (patch)
tree713f32281434ffee5ca8194f26cdc370c04fd02a
parentTwo new images for QuickStart (diff)
downloadugcexample-9ed59ddb33f57c65d965254845a0ae757817149d.tar.xz
ugcexample-9ed59ddb33f57c65d965254845a0ae757817149d.zip
Fixed steps for building SimpleUGC.Automation project.
-rw-r--r--Documentation/QuickStart.md26
1 files changed, 15 insertions, 11 deletions
diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md
index 6831a49..a857eb8 100644
--- a/Documentation/QuickStart.md
+++ b/Documentation/QuickStart.md
@@ -9,17 +9,20 @@ To follow along with this overview, you’ll need the following installed on you
### Building the UGC Example Project
Before opening the UGC Example project, follow these steps to ensure everything is generated and built for the project:
-1. Right click the **UGCExample uproject** file, then select **Generate Visual Studio Project Files**. Make sure that the project is associated with your source build of Unreal Engine.
+1. In your UE4 root directory, open **UE4Games.uprojectdirs** and add the directory where you've saved the **UGCExample project** at the end of the file. Save this file.
-![image](/Documentation/Images/image37.png)
+![image](/Documentation/Images/UE4ProjectDirsFile.PNG)
-2. Open the generated **Visual Studio solution**.
-3. Verify that the build scripts are listed in the **Programs/Automation** directory
+![image](/Documentation/Images/AddToUE4ProjectDirs.PNG)
+
+2. Run **GenerateProjectFiles.bat** in your UE4 root directory.
+3. Open the **Visual Studio solution**, UE4.sln.
+4. Verify that the build scripts are listed in the **Programs/Automation** directory
![image](/Documentation/Images/image13.png)
-4. **Build** the **AutomationTool** project.
-5. **Build** and run **UGCExample**.
+5. **Build** the **AutomationTool** project.
+6. **Build** and run **UGCExample**.
## 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.
@@ -172,11 +175,12 @@ Alternatively, you can refactor the names in these build scripts to match your p
Take these steps for your project (just like above):
-1. Right-click your uproject file and select **Generate Project Files**. Ensure that your project is associated with a source build of Unreal Engine.
-2. Open your **Visual Studio** solution.
-3. Verify that the build scripts are part of the **/Automation** directory.
-4. **Build** the **Automation Tool**.
-5. **Build** and run your project.
+1. In your UE4 root directory, open **UE4Games.uprojectdirs** and add the directory where **your project** lives at the end of the file. Save this file.
+2. Run **GenerateProjectFiles.bat** in your UE4 root directory.
+3. Open the **Visual Studio solution**, UE4.sln.
+4. Verify that the build scripts are listed in the **Programs/Automation** directory
+5. **Build** the **AutomationTool** project.
+6. **Build** and run **your project**.
### 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.