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# Using the Template
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## Create a project based on the template:
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**This guide is for our latest support Unreal Engine version (check branch names for versions)! If you are using the (deprecated) version 4.21, look [here](Getting-Started/Unreal-4.21)**
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1. Check out the *appropriate* branch of the template (e.g., 4.26 for Unreal 4.26) into ``UnrealEngine/[version]/Templates`` (for more info see [Unreal Doku](https://docs.unrealengine.com/en-us/Engine/Basics/Projects/CreatingTemplates)).
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**REMARK:** this step only needs to be done the first time you create an unreal project. However, you should always update it to the latest version before creating new project (`git pull`).
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2. Open the Unreal Editor and create a new project (you can find the template under `New Project Categories -> Games -> RWTH-VR`).
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3. Create a new empty repository here in the GitLab.
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4. Open the folder of the newly created project in the terminal
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5. Adjust the git remote of your project if you want to upload it to git.
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```bash
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# rename origin remote to template origin
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git remote rename origin template_origin
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# add new remote pointing to your repository
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git remote add origin https://git-ce.rwth-aachen.de/OWNER/REPOSITORY.git
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git push -u origin --all
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git push -u origin --tags
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```
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6. Optionally modify the `launcher.meta` file. More info can befound [here](https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-ci/-/wikis/How-to-use-the-launcher.meta-file)
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## Adding non-default plugins:
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* **NDisplay Launch Button:** Lets you launch, e.g., a mini-CAVE on your desktop that emulates cluster mode<br/>
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``git submodule add -b master https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/tools/NDisplayLaunchButton Plugins/NDisplayLaunchButton``
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* **Virtual Acoustics Plugin:** To use VA as developed by the Institute for technical Acoustics (ITA)<br/>
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``git submodule add -b 4.26 https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/unreal-va-plugin Plugins/VAPlugin``
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* **Likert Scale Plugin:** To add Likert Scales to you application<br/>
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``git submodule add -b master https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/likert-scale-plugin Plugins/LikertScalePlugin``
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* **Universal Logging Plugin:** Used to log into your own files and also have logging in shipping builds available<br/>
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``git submodule add -b master https://git-ce.rwth-aachen.de/vr-vis/VR-Group/unreal-development/plugins/universallogging Plugins/UniversalLogging``
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## Running your Demo
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### Running/Deploying your application in the AixCAVE:
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- Use the CI-Pipeline to build for CAVE. Deployment runs automatically. [More Information](https://devhub.vr.rwth-aachen.de/VR-Group/gitlab-ci-unreal-files/wikis/Setting-up-the-Pipeline-for-your-Project).
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- To run your application use the launcher, which is the starting page of firefox on the cave master or the icon on the desktop
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### Running your application in the ROLV:
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- Follow https://docs.unrealengine.com/en-US/Engine/Rendering/Rendering-to-Multiple-Displays-with-nDisplay .
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- Run `C:/UnrealLauncher/Utility/launch_rolv.bat` to launch DTrack, VRPN and nDisplayListener.
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- Switch both the projector mode and nDisplayLauncher projection mode to "frame sequential" or "side-by-side".
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### Running your application on a windows computer:
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- Fetch your windows build from `/home/vrdev/UnrealCIDeploy/[PROJECT_NAME]/[PROJECT_BRANCH]/[PIPELINE_NUMBER]`
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- Copy it to your computer/customers computer
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- Optional: Run the `UE4PrereqSetup_x64.exe` in the `WindowsNoEditor/Engine/Extras/Redist/en-us` to install the prerequisites
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- Run the `[PROJECT_NAME].exe` file. For VR mode, launch it via a commandline with the parameter '-vr'
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# Developing for the Template
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The Template doesn't really **do** anything, so developing for it is very simple. It only contains a few required configurations.
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## Branch System
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The project template and the most commonly used plugins follow a naming scheme of branches where the branch name indicates the unreal version they are supposed to work with. This was discussed in the Software meeting on July 1st 2021. The following slides show the flow in the old an new systems: [branch_system.pdf](uploads/047534f1b3dab0184945aeb74dac49ab/branch_system.pdf).
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# FAQ
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* What are the coding guidelines?
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> We use the default [Unreal coding guidelines](https://docs.unrealengine.com/en-US/Programming/Development/CodingStandard/index.html). See also this presentation: [ue4_coding_guideline.pptx](uploads/6c756e1762c6db24a23765ca8dab1e5f/ue4_coding_guideline.pptx)
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* I got an existing project and want to run it in the CAVE, how do I do this?
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> Clone the above mentioned required Plugins into your project. You need to use to use the GameMode defined in the RWTH VR Toolkit. Additionally, make sure copy the config files from this repository, or adjust yours accordingly.
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* My installation of the engine in the launcher or the context menu extensions are gone. How do I get them back?
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> Copy the file `C:\Programs(x86)\Epic Games\Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe` into your Engine folder in `Engine\Binaries\Win64\` and execute it. You will be asked for admin rights (ask one of the research assistents) and it will register the engine.
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* Where do I get these super nice logos?
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> Got you covered [here](http://tools.papecoding.de/uelogo/)!
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* Can I use ``FMath::RandRange``
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> This will not work correctly in the CAVE, since all nodes run their own instances with potentially different execution orders and different seeds.
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> Use ``FRandomStream`` instead which you constantly seed in your constructor, e.g., ``RandomStream = FRandomStream(0);`` |
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[#Documentation on Template Usage has moved here](https://git-ce.rwth-aachen.de/vr-vis/group-wiki/-/wikis/Unreal/Getting-Started/Unreal-5-Template) |
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