Now have one script to build everything.
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@@ -24,7 +24,11 @@ Git Clone the integration Repository
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Apply patches and build everything:
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Apply patches and build everything:
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- Change directory to $HOME/integration
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- Change directory to $HOME/integration
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- python3 build-everything.py
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- python3 build-everything.py
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- Everything is now ready to go.
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-
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- Note: build-everything is mainly intended for the *initial* build.
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- If you want to edit the code and recompile, it is okay to use
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- build-everything.py a second time, but it's unnecessarily slow.
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- It's much faster to edit and recompile using visual studio code.
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Launch Integration in the Debugger
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Launch Integration in the Debugger
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- Change directory to $HOME/integration
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- Change directory to $HOME/integration
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@@ -1,21 +1,25 @@
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#!/usr/bin/python3
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#!/usr/bin/python3
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#
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#
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# This python script patches both the UnrealEngine and the
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# This python script builds integration from scratch. That includes:
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# integration repositories. It is necessary to do this before
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# trying to build integration or UnrealEngine. If something
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# generated by this script gets overwritten, it is perfectly safe
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# to run this script again.
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#
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#
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# Files generated:
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# - Generating BuildConfiguration.xml in integration repository
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# - Generating BuildConfiguration.xml in UnrealEngine repository
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# - Hardwiring paths into Source/Integration/lpx-paths.hpp
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# - Generating Integration.uproject
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# - Generating Integration.code-workspace
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# - Patching LogMacros.cpp in UnrealEngine repository
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# - Running Setup.sh in the UnrealEngine repository
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# - Building luprex
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# - Building ShaderCompileWorker
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# - Building integration
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#
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#
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# INTEGRATION/Saved/UnrealBuildTool/BuildConfiguration.xml
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# Once this is all done, everything is ready to go. It is now possible to
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# INTEGRATION/Integration.uproject
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# start up the IDE and run luprex in the debugger.
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# INTEGRATION/Integration.code-workspace
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# INTEGRATION/Makefile
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# INTEGRATION/Source/Integration/lpx-paths.hpp
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#
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#
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# UNREALENGINE/Engine/Saved/UnrealBuildTool/BuildConfiguration.xml
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# This script is mainly intended for the *initial* build.
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# UNREALENGINE/Engine/Source/Runtime/Core/Private/Logging/LogMacros.cpp
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# If you want to edit the code and recompile, it is okay to use
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# this script a second time, but it's unnecessarily slow.
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# It's much faster to edit and recompile using the IDE.
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#
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#
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import sys, os, json, shutil
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import sys, os, json, shutil
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