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Test project for SpaceMouse plugin for UE4

Build SpaceMouse for Unreal Engine

If you only want to use it in your project then you can just submodule https://github.com/microdee/UE4-SpaceMouse.git into the project Plugins folder then ignore the rest of this guide.

If you'd like to develop it or make an Engine plugin for older versions of Unreal, carry on reading:

SpaceMouse for Unreal Engine uses Nuke with Nuke.Unreal to automate build tasks and chores usually associated with developing an Unreal project.

Build editor for developing the plugin

Just run build.cmd without arguments. If it complains about missing .NET 5 then install .NET 5 SDK too.

If you need to develop for a different Unreal Engine version than the default, execute

> .\build.cmd --target Checkout --unreal-version 4.25

If you have Nuke installed as a global dotnet tool you can avoid --target and execute the command from any subfolder:

> nuke Checkout --unreal-version 4.25

Make releases

> .\build.cmd --target MakeRelease --unreal-version 4.26.1 --no-logo

If you have Nuke installed as a global dotnet tool you can avoid --target and execute the command from any subfolder:

> nuke MakeRelease --unreal-version 4.26.1 --no-logo

To prepare a marketplace compliant release add --for-marketplace argument.

Resulting archives are placed in /.deploy folder by default.

Building with custom engine

Using a custom instance of Unreal Engine maybe built from source:

nuke MakeRelease --custom-engine-path C:\Path\To\MyCustomEngine

or if you want to make that permanent you can edit the Build class in /Nuke.Targets/Build.cs by adding

public override AbsolutePath CustomEnginePath { get; set; } = RootDirectory.Parent / "MyCustomEngine"

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Test project for the plugin UE4 SpaceMouse

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