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1. Installation
Hoang Giang Nguyen edited this page Jan 25, 2023
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- Get into Unreal Engine folder, type in Terminal
./Engine/Binaries/Linux/UE4Editor
- Choose Games and hit Next

- Choose Blank template and hit Next

- Choose C++, leave everything as default, choose a project name and hit Create Project

- This will take a while, go grab some coffee...

- In the Menu Bar select File, right now you could see the option Generate Visual Studio Code Project is greyed out. If you don't see this option, please open Editor Preferences in the Menu Bar. Then in tab General choose Source Code. Then in Source Code Editor choose Visual Studio Code


- Eventually, the Visual Studio Code window will pop up. Now you can build this project using Visual Studio Code. If it doesn't, open a terminal in Unreal Engine folder and command:
./GenerateProjectFiles.sh 'path/to/your/project/<project_name>.uproject' -game -engine
It will generate project files to build. Now you can open Visual Studio Code and add Unreal Engine to the workspace.
- Press Ctrl + Shift + B and type
<project_name>Editor Linux Development Build
to rebuild the project from the IDE. Don't forget the postfixEditor
after the<project_name>
!

- Get into Unreal Engine folder, type in Terminal
./Engine/Binaries/Linux/UnrealEditor
- Choose Games, Blank, leave everything as default and hit Create

- Now you can build the project with Visual Studio Code or any IDE. For example in Visual Studio Code you can press Ctrl + Shift + B and type
<project_name>Editor Linux Development Build
to rebuild the project from the IDE. Don't forget the postfixEditor
after the<project_name>
!

- Create folder Plugins inside the Project folder, clone these 3 repositories
git clone [email protected]:HoangGiang93/URoboViz.git
git clone [email protected]:robcog-iai/UROSBridge.git
git clone [email protected]:robcog-iai/UUtils.git
- Rebuild the project with the task
<project_name>Editor Linux Development Build
. The result should look like this

- Press Ctrl + Shift + D and choose
Launch <project_name>Editor (Development)
, then press F5. This whole compiling would take about 5 minutes

- In the end, the project will be compiled with plugins available. You can search for Robo Manager in Tab Place Actors. If it does exist, the installation is finished successfully!

3. Configure source code to make packing available (optional, only required for packaging if it fails)
If you want to package the project using this Plugin, there is a small change in the source code you need to add.
- Go to
CoreRedirects.cpp
inUnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/CoreRedirects.cpp
- Search after
STRUCT_REDIRECT("AnimNode_ModifyBone", "/Script/AnimGraphRuntime.AnimNode_ModifyBone");
- Add directly below that line the following line
STRUCT_REDIRECT("AnimNode_ModifyBones", "/Script/URoboViz.AnimNode_ModifyBones");
- Rebuild the project