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Getting Started

bilal edited this page Jul 9, 2015 · 38 revisions

Overview

The Machines Remake is built upon Unreal Engine 4 (UE4).

If you want to contribute to the project, you must be familiar with UE4. If you want to get started with learning about how to use UE4, you can follow this link to their wiki.


Getting Started

To begin developing for this project, you must follow these steps:

  1. Download Git or Github client.

  2. Download Unreal Engine 4 from Epic Game's website here.

  3. Create a new UE4 project by selecting the C++ tab, and then clicking on Basic Code.

  4. After your project has been created, close UE4 and your IDE, then clone this repository to the project folder. (If git does not allow you to clone the repository to that folder, just clone to a different folder with the same name as your project folder, and then merge the folders.)

  5. If all other steps have been properly completed, you should be able to open UE4 and have a working copy of the project in the UE4 editor.

  6. Make sure to press the compile button before continuing.


What Now?

  • If you want to code in C++ for the project, you can simply get started by adding code through the UE4 editor. Please follow conventions and document your code. The purpose of all code should be clear.

  • If you want to work on the project using the Blueprints feature (visual programming) from UE4, make sure you stay organized and save blueprints in the Blueprints folder, under respective categories. Please use comments where applicable and be clear about the purpose of the Blueprint.

  • Be very careful when using blueprints because they CANNOT be merged through git. If you are going to pull changes to a blueprint you were working on, make sure to back your copy up, and then add to the version you pulled. Also avoid deriving blueprints from custom classes as they are incompatible with version control and cannot be moved from the project. This is due to the fact that they are based on C++ class references rather than the names of classes. (Solved AFAIK, notify if there is a problem.)

  • It is suggested when using either Blueprints or C++ to design and document your concepts before getting started. This will keep systems organized and allow other contributors to understand the purpose of any features.

  • If you're adding models to the project, please add them to their respective folders inside the Models folder in the project (not to be confused with Meshes). Models of machines should be put in folders based on their categories which can be seen here. For example, Reaper models should be under the Models/Aggressors/Reapers folder.

  • It is recommended that you become familiar with the UE4 terminology. A guide to do so is located here.


Making a Commit

When you're ready to commit your changes, make sure that you have followed the guidelines listed on this page regarding documentation and organization.

  • NOTE: All client specific data such as preferences from both Visual Studio and Unreal Engine are already included in the .gitignore file. In case something is missing, or you are using a different IDE than Visual Studio, please make sure to exclude your client specific data.

Summary

After you've cloned the repository and have a working version in UE4, when contributing, please make sure to stay organized and be clear with designs and documentation. Any contributions are appreciated!

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