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"ue4 run DebugGame" runs default Development executable instead of DebugGame #56

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sleeptightAnsiC opened this issue Dec 2, 2023 · 2 comments · May be fixed by #63
Open

"ue4 run DebugGame" runs default Development executable instead of DebugGame #56

sleeptightAnsiC opened this issue Dec 2, 2023 · 2 comments · May be fixed by #63

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@sleeptightAnsiC
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Hello,

First of all, thanks for the tool, I'm really enjoying it!

Description

I've noticed that when invoking "ue4 run DebugGame", it tries to run:
/Engine/Binaries/Linux/UnrealEditor (with "DebugGame" parameter)
instead of:
/Engine/Binaries/Linux/UnrealEditor-Linux-DebugGame

so it actually fires default Editor Development executable instead of Editor DebugGame executable.
I'm not sure if this is how it supposed to work, since documentation doesn't tell anything about DebugGame target support for "run" command but, for comparison, when invoking "ue4 build DebugGame", it builds the Editor DebugGame as I would expect it.

If this is "by design", then it makes the API inconsistent, and there is no way to run other executables than Development one.

Looking through the code... UnrealManagerBase._editorPathSuffix is probably where this case should be supported, but right now said function just returns empty string for Linux, and other platforms also doesn't seem to support it at all.

Additional Info

OS: Arch Linux x86_64 (Kernel: 6.6.3-arch1-1)
Unreal version: UE 5.3.2 (built from source with clang and makefile)
Python interpreter: Python 3.11.6 (main, Nov 14 2023, 09:36:21) [GCC 13.2.1 20230801] on linux
API version: ue4cli 0.0.54, Released: Apr 6, 2022, installed via pip
Unreal root directory: I've set it manually via "ue4 setroot ~/Unreal/UnrealEngine"

@sleeptightAnsiC
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sleeptightAnsiC commented Mar 11, 2024

Looking through code, seems like API never expected this case.
However, it makes no sense to only be able to run Development Editor.
This becomes very annoying when doing things like ue4 build DebugGame && ue4 run DebugGame

Changing this would actually add a whole new feature and require some changes in the API.

Current implementation of UnrealManagerBase._editorPathSuffix is not helpful as it doesn't know anything about configuration besides platform. To make it work we need to pass the launch arguments to said function.

Also, this requires a whole new function for launching non-Editor targets.

@sleeptightAnsiC
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proposed PR

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