Move docs from build.py back to README.md

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2025-06-13 17:02:53 -04:00
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CAUTION: DO NOT FOLLOW EPIC GAMES INSTRUCTIONS
Epic games has a bunch of instructions for installing and building
Unreal Engine. Those instructions suck, ignore them completely.
Instead, we have a script "build.py" that builds Unreal Engine, our
Game, the Intellisense database, and a bunch of other things as well.
For building, "build.py" is all you need.
SOFTWARE YOU WILL NEED
Before attempting anything, install the following software:
apt-get install git-lfs
apt-get install code
apt-get install dotnet6
apt-get install clangd-15 or better.
Everything else you need should be included in PopOS. If that's
not the case, let me know.
GETTING THE CODE
You will need to clone two git repositories:
cd $HOME
git clone https://github.com/EpicGames/UnrealEngine.git
git clone https://www.gnaut.com/team/integration.git
The two clone commands above are a simplification. In reality,
cloning these two repositories will require you to jump through
some hoops to get access from Epic Games. Follow the steps to
get access from Epic's website, but only go as far as cloning
the repository. Once the repository is cloned, we will take it
from there with our own "build.py".
It is important that these two repositories be located
at $HOME/UnrealEngine and $HOME/integration.
HOW TO BUILD THE FIRST TIME
Change directory into the "integration" repository and run "build.py
all". This will build both unreal engine and integration. It will
also build project files for vscode, an intellisense database, and
several other things. Once it is done, everything is built.
HOW TO REBUILD WHEN YOU'VE EDITED SOMETHING
You can also use "build.py all" to rebuild. This is the preferred
way to rebuild when you aren't sure what's been edited. However,
this takes almost 30 seconds even when there's nothing new to build,
so it can be a little slow.
If you're sure that the only thing you've edited recently are
C++ files in the integration repository, then you can get away with
doing a lightweight build: "build.py c++". This only works if you've
already completed a successful full build, and the only thing you've
done since then is edit C++ files in integration. If you've edited
anything else, you need to use "build.py all" to rebuild.
Editing Lua or Blueprint code doesn't require any kind of rebuild.
USING VISUAL STUDIO CODE
After building, you can start up the IDE, visual studio code (aka
vscode). To start up vscode, change directory to the integration
repository, and run "code Integration.code-workspace".
The first time you launch vscode, you will see a popup about
recommended extensions. These are actually recommended by build.py,
so they're actually good recommendations. Install them: you will
only have to do this once.
From inside vscode, you can use Terminal/Run_Build_Task to execute
"build.py c++". If you select Terminal/Run_Task, it will allow you
to choose between "build.py all", "build.py c++", and "build.py clean".
This is entirely equivalent to running these commands from the shell.
To launch our game, select Run/Start_Debugging.
LINUX INSTRUCTIONS:
All the important instructions are in 'build.py'

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#!/usr/bin/python3
#
# The one-and-only build script for luprex.
# This is the one-and-only build script for luprex!
#
# Do not follow any of the build instructions on the Unreal Engine
# websites! Instead, use these instructions.
# websites! Instead, use this script. The instructions for this
# script are in README.md
#
#
# HOW TO BUILD THE FIRST TIME
#
# First, install the following software:
#
# apt-get install git-lfs
# apt-get install code
# apt-get install dotnet6
# apt-get install clangd-15 or better.
#
# Then, git clone the UnrealEngine and integration repositories:
#
# cd $HOME
# git clone https://github.com/EpicGames/UnrealEngine.git
# git clone https://www.gnaut.com/team/integration.git
#
# It is important that these two repositories be located
# at $HOME/UnrealEngine and $HOME/integration.
#
# Of course, you will have to jump through a bunch of hoops to
# get access to these repositories. See the instructions on the
# unreal engine website.
#
# After cloning the two repositories, change directory into
# the "integration" repository and run "build.py all".
# This will build both unreal engine and integration. It will
# also build project files for vscode, an intellisense database,
# and several other things. Once it is done, everything is built.
# You can start up the debugger.
#
#
# HOW TO REBUILD WHEN YOU'VE EDITED SOMETHING
#
# You can also use "build.py all" to rebuild. This is the preferred
# way to rebuild when you aren't sure what's been edited. However,
# this takes almost 30 seconds even when there's nothing new to build,
# so it can be a little slow.
#
# If you're sure that the only thing you've edited recently are
# C++ files in the integration repository, then you can get away with
# doing a lightweight build: "build.py c++". This only works if you've
# already completed a successful full build, and the only thing you've
# done since then is edit C++ files in integration. If you've edited
# anything else, you need to use "build.py all" to rebuild.
#
# Editing Lua or Blueprint code doesn't require any kind of rebuild.
#
#
# USING VISUAL STUDIO CODE
#
# To start up vscode, change directory to the integration repository,
# and run "code Integration.code-workspace". From inside vscode, you can
# use Terminal/Run_Build_Task to run "build.py all" or "build.py c++".
# You can also select Run/Start_Debugging to launch the game.
#
# The first time you launch vscode, you will see a popup about
# recommended extensions. These are actually recommended by this
# script, build.py, so they're actually good recommendations. Install
# them: you will only have to do this once.
#