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Development and test project for the Uranium Unreal Engine plugin

License: MIT License

Shell 23.69% C++ 6.58% C 1.06% C# 36.10% PowerShell 30.49% Batchfile 2.08%

uraniumdeposit's Introduction

Test project for Uranium

Go to the plugin repository

Build Uranium

If you only want to use it in your project then you can just submodule https://github.com/microdee/Uranium.git into the project Plugins folder then ignore the rest of this guide.

If you'd like to develop it or make precompiled Engine plugins yourself, carry on reading:

Uranium uses Nuke with Nuke.Unreal to automate build tasks and chores usually associated with developing an Unreal project.

Build editor for developing the plugin

Just run build.cmd without arguments. If it complains about missing .NET 5 then install .NET 5 SDK too.

If you need to develop for a different Unreal Engine version than the default, execute

> .\build.cmd --target Checkout --unreal-version 4.26

If you have Nuke installed as a global dotnet tool you can avoid --target and execute the command from any subfolder:

> nuke Checkout --unreal-version 4.26

Make releases

For now precompiled releases are not yet supported in Uranium (although it's one goal).

Building with custom engine

Using a custom instance of Unreal Engine maybe built from source:

nuke MakeRelease --custom-engine-path C:\Path\To\MyCustomEngine

or if you want to make that permanent you can edit the Build class in /Nuke.Targets/Build.cs by adding

public override AbsolutePath CustomEnginePath { get; set; } = RootDirectory.Parent / "MyCustomEngine"

or make an installed build and register it as a custom engine distribution.

uraniumdeposit's People

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