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prop making in linux


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Posted

I am on arch linux , and as we all know there is no visual sudio, following your documentation it is pretty unclear trying making the player controller i write all the files build , and it is not registered in the editor the .prop file or .os as plugin and make a prop from editor and the building the code no difference  even tried to assign it through , cpp apis in my AppSystemLogic::init() but still nothing , I really like the engine looking forward to teach it in my class and make some games with it , but I need some support 

 

Posted

Hi, hadi.mousavi

I assume you were following this tutorial:
Assembling a First-Person Setup With Controls

When creating a project on Linux using the C++ API, the only available build option is through CMake. For each new project, the corresponding CMakeLists.txt file is automatically generated in the source folder of your project. Make sure that, along with the existing files (AppWorldLogic.cpp, AppWorldLogic.h, etc.), the files FirstPersonController.cpp and FirstPersonController.h are added to the CMakeLists.txt. Then they will be included and compiled during the build process.

cmake -B build -S . -DCMAKE_BUILD_TYPE=Debug  # or Release
cmake --build build

After the build, it is necessary to initialize the component system so that the corresponding *.prop files are generated.  To do this, simply run the built application (you can do it directly from the SDK Browser, as shown in the guide). Additionally, make sure which binary is being launched (Debug or Release). 

The initialization takes place inside AppSystemLogic::init(), so it is important to keep the code in this method unchanged to ensure proper component registration.

In the console, you should see a message similar to:

ComponentSystem: property "FirstPersonController" was created...

After this, when launching the Editor, the generated property will appear in the Properties window as a child of node_base.

I hope this explanation helps you move forward and unlock the Engine’s full potential!

Posted

tnx you for your solution  although It doesn't generate the script @ludoviksoso , what i found that work was use COMPONENT_DIFINE instead of COMPONENT and after a initial build with cmake compile with "make"  and lunch the game once with sdk_ bowerser ,

It will be first be complied and while running the game via sdk_browser the editor will generated the Component folder with your .prop init

 

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