4.Configuration
One Git Clone
As mentioned in Access, you’ll need the source code authority to your project or have a learning environment to access. (Here the new plugin created from the company’s UE4 engine is used)
After the project is created, find the source code of the git clone plugin in the Plugins folder under the folder where the ProjectName.uproject is located. (If there are no Plugins, manually create one)
The following is what you get after cloning the code files成功clone代码文件夹内容后如下
Two Switching Branches
Switch to the master branch according to the project team’s Python plugin. The correspondence is as following. 1. master – supports PythonScriptPlugin. Projects that don’t need Python rules can also use this branch. 2. master_UnrealEnginePython – supports UnrealEnginePython. 3. master_nepy – supports NEPy
The master branch mentioned above supports UE Version 4.26-5.0 on Windows/Mac.
Three Generating/Compiling
Right-click the Uproject file to regenerate the VS project file (.sln)
Open the .sln file and right-click to generate
*If there are any compilation issues, please provide feedback or ask group programmers for help *
Configuration File Modification
Extract general settings to ini files to avoid HardCode.
File Contents
DefaultEditorResCheck.ini
Content Notes
ProjectName
“perf”, group name on ArtEase, usually in the form of project ID such as GXX, HXX
SchemeName
"EditorSave", scheme name on ArtEase, generally created by project teams
RuleIntroductionUrl
"km.netease.com", storing rule contents for users to consult when encountering saving problems.
POPOUrl
"zhouxiebo@corp.netease.com”, email address of the responsible staff. Open up a POPO chat window when you encounter problems.