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https://github.com/microdee/ue4-spacemouse-testproject

Test project for the plugin UE4 SpaceMouse
https://github.com/microdee/ue4-spacemouse-testproject

Last synced: 12 months ago
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Test project for the plugin UE4 SpaceMouse

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## Test project for SpaceMouse plugin for UE4

# [Go to the plugin repository](https://github.com/microdee/UE4-SpaceMouse)

## 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](https://nuke.build) with [Nuke.Unreal](https://github.com/microdee/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

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