Move docs from build.py back to README.md
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README.md
87
README.md
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CAUTION: DO NOT FOLLOW EPIC GAMES INSTRUCTIONS
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Epic games has a bunch of instructions for installing and building
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Unreal Engine. Those instructions suck, ignore them completely.
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Instead, we have a script "build.py" that builds Unreal Engine, our
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Game, the Intellisense database, and a bunch of other things as well.
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For building, "build.py" is all you need.
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SOFTWARE YOU WILL NEED
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Before attempting anything, install the following software:
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apt-get install git-lfs
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apt-get install code
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apt-get install dotnet6
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apt-get install clangd-15 or better.
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Everything else you need should be included in PopOS. If that's
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not the case, let me know.
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GETTING THE CODE
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You will need to clone two git repositories:
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cd $HOME
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git clone https://github.com/EpicGames/UnrealEngine.git
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git clone https://www.gnaut.com/team/integration.git
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The two clone commands above are a simplification. In reality,
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cloning these two repositories will require you to jump through
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some hoops to get access from Epic Games. Follow the steps to
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get access from Epic's website, but only go as far as cloning
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the repository. Once the repository is cloned, we will take it
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from there with our own "build.py".
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It is important that these two repositories be located
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at $HOME/UnrealEngine and $HOME/integration.
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HOW TO BUILD THE FIRST TIME
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Change directory into the "integration" repository and run "build.py
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all". This will build both unreal engine and integration. It will
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also build project files for vscode, an intellisense database, and
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several other things. Once it is done, everything is built.
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HOW TO REBUILD WHEN YOU'VE EDITED SOMETHING
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You can also use "build.py all" to rebuild. This is the preferred
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way to rebuild when you aren't sure what's been edited. However,
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this takes almost 30 seconds even when there's nothing new to build,
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so it can be a little slow.
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If you're sure that the only thing you've edited recently are
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C++ files in the integration repository, then you can get away with
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doing a lightweight build: "build.py c++". This only works if you've
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already completed a successful full build, and the only thing you've
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done since then is edit C++ files in integration. If you've edited
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anything else, you need to use "build.py all" to rebuild.
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Editing Lua or Blueprint code doesn't require any kind of rebuild.
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USING VISUAL STUDIO CODE
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After building, you can start up the IDE, visual studio code (aka
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vscode). To start up vscode, change directory to the integration
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repository, and run "code Integration.code-workspace".
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The first time you launch vscode, you will see a popup about
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recommended extensions. These are actually recommended by build.py,
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so they're actually good recommendations. Install them: you will
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only have to do this once.
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From inside vscode, you can use Terminal/Run_Build_Task to execute
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"build.py c++". If you select Terminal/Run_Task, it will allow you
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to choose between "build.py all", "build.py c++", and "build.py clean".
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This is entirely equivalent to running these commands from the shell.
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To launch our game, select Run/Start_Debugging.
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LINUX INSTRUCTIONS:
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All the important instructions are in 'build.py'
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66
build.py
66
build.py
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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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# The one-and-only build script for luprex.
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# This is the one-and-only build script for luprex!
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#
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# Do not follow any of the build instructions on the Unreal Engine
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# Do not follow any of the build instructions on the Unreal Engine
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# websites! Instead, use these instructions.
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# websites! Instead, use this script. The instructions for this
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# script are in README.md
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#
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#
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#
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# HOW TO BUILD THE FIRST TIME
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#
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# First, install the following software:
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#
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# apt-get install git-lfs
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# apt-get install code
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# apt-get install dotnet6
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# apt-get install clangd-15 or better.
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#
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# Then, git clone the UnrealEngine and integration repositories:
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#
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# cd $HOME
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# git clone https://github.com/EpicGames/UnrealEngine.git
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# git clone https://www.gnaut.com/team/integration.git
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#
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# It is important that these two repositories be located
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# at $HOME/UnrealEngine and $HOME/integration.
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#
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# Of course, you will have to jump through a bunch of hoops to
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# get access to these repositories. See the instructions on the
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# unreal engine website.
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#
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# After cloning the two repositories, change directory into
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# the "integration" repository and run "build.py all".
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# This will build both unreal engine and integration. It will
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# also build project files for vscode, an intellisense database,
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# and several other things. Once it is done, everything is built.
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# You can start up the debugger.
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#
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#
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# HOW TO REBUILD WHEN YOU'VE EDITED SOMETHING
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#
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# You can also use "build.py all" to rebuild. This is the preferred
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# way to rebuild when you aren't sure what's been edited. However,
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# this takes almost 30 seconds even when there's nothing new to build,
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# so it can be a little slow.
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#
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# If you're sure that the only thing you've edited recently are
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# C++ files in the integration repository, then you can get away with
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# doing a lightweight build: "build.py c++". This only works if you've
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# already completed a successful full build, and the only thing you've
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# done since then is edit C++ files in integration. If you've edited
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# anything else, you need to use "build.py all" to rebuild.
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#
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# Editing Lua or Blueprint code doesn't require any kind of rebuild.
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#
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#
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# USING VISUAL STUDIO CODE
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#
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# To start up vscode, change directory to the integration repository,
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# and run "code Integration.code-workspace". From inside vscode, you can
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# use Terminal/Run_Build_Task to run "build.py all" or "build.py c++".
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# You can also select Run/Start_Debugging to launch the game.
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#
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# The first time you launch vscode, you will see a popup about
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# recommended extensions. These are actually recommended by this
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# script, build.py, so they're actually good recommendations. Install
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# them: you will only have to do this once.
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#
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#
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