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Unreal Engine 4 C++ QtCretator short instruction
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1) install qtcreator | |
2) install qt + desktop compilers | |
2) create new ue4 project (don't use white spaces in the path to project!!!) | |
3) add new C++ class | |
4) open QtCreator | |
5) QtCreator -> Open Project -> <path_to_ue4_project> -> [project].pro | |
6) QtCreator -> Projects | |
7) Select Desktop Qt... [double click] | |
8) Build -> Build Settings: Edit Build configuration = Debug | |
Build Steps: remove qmake | |
Build Steps -> Make -> Details -> Make Arguments = UE4Editor-Linux-Debug | |
Clean Steps -> Make -> Details -> Make Arguments = UE4Editor-Linux-Debug ARGS="-clean" | |
General -> Shadow Build [ ] (disabled) | |
9) Build -> Build Settings: Edit Build configuration = Release | |
Build Steps: remove qmake | |
Build Steps -> Make -> Details -> Make Arguments = UE4Editor | |
Clean Steps -> Make -> Details -> Make Arguments = UE4Editor ARGS="-clean" | |
General -> Shadow Build [ ] (disabled) | |
10) Run -> Run | |
-> Executable = ...[FULL_PATH_TO_UE4Editor].../Engine/Binaries/Linux/UE4Editor | |
-> Command line arguments = ...[FULL_PATH_TO_UE4_PROJECT]....uproject | |
-> Working Directory = [EMPTY] | |
11) Run -> Run -> Debugger Settings -> Enable QML [ ] (disabled) |
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1) UE4Editor -> Content Browser -> Add New C++ Class -> Pawn | |
2) Open *.pro file in C++ IDE | |
3) There are needed code by UE4 Reflection System: | |
#include "TypeName.generated.h" | |
UCLASS() | |
GENERATED_BODY() | |
4) Add StaticMesh, SprintArm, Camera to Pawn (into BasePlayer.h): | |
(header) add includes: | |
#include "Components/StaticMeshComponent.h" | |
#include "GameFramework/SpringArmComponent.h" | |
#include "Camera/CameraComponent.h" | |
( should be before line #include "BasePlayer.generated.h" ) | |
(header) add variables into class: | |
// https://docs.unrealengine.com/en-US/ProgrammingAndScripting/GameplayArchitecture/Properties/index.html | |
UPROPERTY(VisibleAnywhere, BlueprintReadOnly) // make variable visible in for UE4 Reflection System | |
UStaticMeshComponent* Mesh; | |
UPROPERTY(VisibleAnywhere, BlueprintReadOnly) // make variable visible in for UE4 Reflection System | |
USpringArmComponent* SpringArm; | |
UPROPERTY(VisibleAnywhere, BlueprintReadOnly) // make variable visible in for UE4 Reflection System | |
UCameraComponent* Camera; | |
(source) class constructor: | |
// initaalize variables | |
Mesh = CreateDefaultSubobject<UStaticMeshComponent>("Mesh"); | |
SpringArm = CreateDefaultSubobject<USpringArmComponent>("SpringArm"); | |
Camera = CreateDefaultSubobject<UCameraComponent>("Camera"); | |
// set hierarhy of components | |
RootComponent = Mesh; | |
SpringArm->SetupAttachment(Mesh); | |
Camera->SetupAttachment(SpringArm); | |
5) Run Release or Debug | |
6) recompile and reload C++ code in UE4 (button in toolbar) |
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