Interactive Mishkan builder / simulator (See the second half of the book of Exodus)
- Install Unreal Engine / Visual Studio Community 2015
- Pull code base from Git
- Right click ProjectMishkan.uproject and select Generate Visual Studio Project Files
- Open ProjectMishkan.sln
- Build project (for Unreal Editor, to run the game see below)
- Change the build configuration to DebugGame
- Cook the game contents by running cook.bat with the following parameters:
- The location of the Unreal Engine binaries folder (example C:\Program Files\Epic Games\4.7\Engine\Binaries\Win64) in quotes
- The Target platform (possible values are WindowsNoEditor, WindowsServer, LinuxServer, PS4, XboxOne, IOS, Android)
- Run the executable created in the Binaries folder
The game framework makes usage of Unreal's localization framework. In order to set it up properly, observe the following guidelines
- Strings in Game Code
- A file with strings should write at the top #define LOCTEXT_NAMESPACE "Mishkan" and at the end #undef LOCTEXT_NAMESPACE
- Use the LOCTEXT(Key, String) macro to generate localizable strings
- Strings in the Unreal Editor
- Use 'Text' and not 'String' for any text that the user sees
- Setting up Localization
- Enable experimental Localization Dashboard by going to Edit > Editor Preferences > Experimental and under Tools check off "Localization Dashboard"
- Open the dashboard by clicking Window > Dashboard
- Select the already created target 'Game'
- Scroll to the bottom where it says 'Cultures', here you can choose which languages to support
- Click the 'Gather' button to find all the Strings that need to be translated
- Beside each Culture click the Edit Translations button to enter in all the needed translations
- Click the Count Words button to track how many translations remain
- Click the Compile All button when finished