From 6e46e0e6993a78c0b99fec93b9fdd34aa1b2d2bf Mon Sep 17 00:00:00 2001 From: Chance Ivey Date: Wed, 24 Jun 2020 07:53:05 -0700 Subject: Added step for building project in Development confituration. Necessary for UGC packaging step. --- Documentation/QuickStart.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Documentation/QuickStart.md b/Documentation/QuickStart.md index d570f8e..35b918d 100644 --- a/Documentation/QuickStart.md +++ b/Documentation/QuickStart.md @@ -22,7 +22,8 @@ Before opening the UGC Example project, follow these steps to ensure everything ![image](/Documentation/Images/image13.png) 5. **Build** the **AutomationTool** project. -6. **Build** and run **UGCExample**. +6. **Build** the **UGCExample** project in the **Development** configuration. +7. **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. @@ -179,8 +180,9 @@ Take these steps for your project (just like above): 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**. +5. **Build** the **AutomationTool** project. +6. **Build** the **your project** in the **Development** configuration. +7. **Build and run** the **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. -- cgit v1.2.3