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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 *master* or *development* branch of the template into ``UnrealEngine/[version]/Templates`` (for more info see [Unreal Doku](https://docs.unrealengine.com/en-us/Engine/Basics/Projects/CreatingTemplates)). The *develop* branch contains all the latest features whereas the *master* branch is stable and well tested.
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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 -> C++ -> RWTH-VR`).
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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 (use git bash on windows)
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5. Run `./setup.sh` (**REMARK:** just double clicking the file under windows or choosing *Open With* and selecting *git-bash* currently does not work for some reason).
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4. Open the folder of the newly created project in the terminal
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5. Run `./setup.bat` under Windows (**REMARK:** you need to have python 3 and git installed and available in your PATH for that).
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When you want to upload the project to a new git repository, enter the url of the repository when you are asked, otherwise leave it blank. Make sure you use the url that appears by pressing the *clone* button in gitlab (either the ssh or https link) not the one in the url field of your browser.
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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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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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## Adding non-default plugins:
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**In general this can be done by running the `./setup.bat` script again and choosing *Manage Plugins*,** but it can also be done manually, see below:
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* **NDisplay Launch Button:** Let's 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://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/NDisplayLaunchButton.git 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 master https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/unreal-va-plugin.git 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://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/likert-scale-plugin.git Plugins/LikertScalePlugin``
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* **Widget Interaction Plugin:** Currently used to interact with widgets like the Likert Scale<br/>
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``git submodule add -b master https://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/widgetinteraction.git Plugins/WidgetInteraction``
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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://devhub.vr.rwth-aachen.de/VR-Group/unreal-development/universallogging.git Plugins/UniversalLogging``
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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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* What is the Display Cluster Settings Actor in the default map?
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> The Display Cluster Settings actor is used by nDisplay to store/read settings for the CAVE. It has to be in every map you create if you want your demo to work in the CAVE!
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> The Display Cluster Settings actor is used by nDisplay to store/read settings for the CAVE. It has to be in every map you create if you want your demo to work in the CAVE! (**only up to 4.22!**)
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* My demo is crashing at startup in the CAVE, what can it be?
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>>>
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This question is hard to answer, but here are a few suggestions:
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- Does the launcher.meta file inside your repo have the same structure? This could affect e.g. the selected config for your demo
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- Is the Display Cluster Settings Actor inside your level?
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- Is the Display Cluster Settings Actor inside your level? (**only required up to 4.22!**)
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- Are the submodules correctly checked into git?
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- Have you tried "cleaning" (killing old applications) the CAVE before launch?
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>>>
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