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# How to compile
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It's recommended to work in Unreal Engine 5.5 and to install Visual Studio with the necessary packages as it described in the [official documentation](https://dev.epicgames.com/documentation/en-us/unreal-engine/setting-up-visual-studio-development-environment-for-cplusplus-projects-in-unreal-engine) (recommended settings aren't needed). \
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After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file "UnrealProject/Lost_Edge/Lost_Edge.uproject". Or by typing "%UE5PATH%\Engine\Build\BatchFiles\GenerateProjectFiles.bat" "%REPOPATH%\UnrealProject\Lost_Edge\Lost_Edge.uproject". \
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After generating, appears the `Lost_Edge.sln`. Opent it and start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own `check()` function. The error can be used to determine that in the file `%UE5PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp` it is necessary to:
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After repo cloning, the Visual Studio project files needs to be generated. It can be done in the explorer RMB context menu of file `UnrealProject/Lost_Edge/Lost_Edge.uproject` - option `Generate project files`. Or by running `%UE5_PATH%\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe -game "%REPO_PATH%\Lost_Edge\UnrealProject\Lost_Edge\Lost_Edge.uproject" -VSCode`. \
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After generating, appears the `Lost_Edge.sln`. Opent it and start building for the first time, which will fail. This is because of using OpenCV plugin that together with UnrealEngine implement their own `check()` function. The error can be used to determine that in the file `%UE5_PATH%\Engine\Plugins\Runtime\OpenCV\Source\ThirdParty\OpenCV\include\opencv2\core\utility.hpp` it is necessary to:
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- comment out the warning macro on lines 52-54,
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- and rename the function itself on line 957 to, for example, `checkcv()`.
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After opencv library modification, the build should run fine and it is possible to open the `Lost_Edge.uproject` in UnrealEngine.
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