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Development and test project for the Uranium Unreal Engine plugin

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THIS REPOSITORY WILL BE DELETED ON 23.10.2024

Uranium is at full-swing full-time development at a private repository, release date is still unknown, but it won't be free and open-source anymore. However it will be source available upon gaining access, or pure C++ code reviewable before purchase and will be free for non-commercial or educational projects.

Test project for Uranium

Build Uranium

If you only want to use it in your project then you can just submodule https://github.com/microdee/Uranium.git into the project Plugins folder then ignore the rest of this guide.

If you'd like to develop it or make precompiled Engine plugins yourself, carry on reading:

Uranium uses Nuke with 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 4.26

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 4.26

Make releases

For now precompiled releases are not yet supported in Uranium (although it's one goal).

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

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

or make an installed build and register it as a custom engine distribution.

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Development and test project for the Uranium Unreal Engine plugin

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