![]() ![]() Depending on how you installed Clion, to run CLion from the editor you may need to modify the file “Engine/Plugins/Developer/CLionSourceCodeAccess/Source/CLionSourceCodeAcess/Private/CLionSourceCodeAccessor.cpp”. Also you will see the option “Open Clion”. Lastly, in the File Menu, you should now see the option to “Refresh Clion”. Afterwards, go to your Editor Preferences, select the “Source Code” tab, and in the dropdown menu select CLion. To create the CmakeFile from the editor, go to plugins and make sure that CLion is turned on. GenerateProjectFiles.sh -project="/home/user/Documents/Unreal Projects/MyProject/MyProject.uproject" -game -engine If you want to build and compile your project, then you must, either use this command or create the CmakeFile from the editor. ![]() It will finish and you will need to stop the build once it starts scanning dependencies for FakeTarget.įinally, once the build is stopped, go back to edit configurations for UE4Editor and change the executable to UE4Editor found in /Engine/Binaries/Linux. Leave ProgramArgument empty for right now. Select FakeTarget as executable, directory as your UnrealEngine root folder. Then Edit the Configurations, you will again need to put the same settings from before. Once it stops, go back to the top drop down menu and select UE4Editor. This will stop the build and let you continue onto the next step. At this point, you can go ahead and click the stop button (near bottom left corner red square button). After it finishes, it says that it will begin scanning for dependencies for FakeTarget. It will scan the dependencies and build the module. Next, you want to click the build button and let it finish building ShaderCompilerWorker. For right now, ignore filling in the ProgramArguments field. Configure the settings so that the executable is FakeTarget and the working directory is the root folder of your UnrealEngine. On the top dropdown menu that shows all the build Targets, first select ShaderCompilerWorker. It will then proceed to scan and index the files, once that is done, you will need to configure the build. To build UE4 on linux, you will need to first generate the CMakeFile.txt using the “./GenerateProjectFiles.sh” command with the terminal.Īfterwards, open the project (the Unreal Engine folder) with Clion. The instructions are very similar, although you will need to make some adjustments. I’ve been experimenting with Clion and have so far gotten it to work just as well as compiling Linux on Mac with xcode. Hello, hopefully I am not too late to reply. Building on CLion UE4 for Linux Tutorial v1.1 ![]()
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