diff --git a/modules/ROOT/images/BeginnersGuide/FailedToGenerateProjectModel.png b/modules/ROOT/images/BeginnersGuide/FailedToGenerateProjectModel.png new file mode 100644 index 00000000..6c79a382 Binary files /dev/null and b/modules/ROOT/images/BeginnersGuide/FailedToGenerateProjectModel.png differ diff --git a/modules/ROOT/pages/Development/Linux/LinuxSetup.adoc b/modules/ROOT/pages/Development/Linux/LinuxSetup.adoc index 82cb40f0..f13a2585 100644 --- a/modules/ROOT/pages/Development/Linux/LinuxSetup.adoc +++ b/modules/ROOT/pages/Development/Linux/LinuxSetup.adoc @@ -239,6 +239,57 @@ Open the Settings window and find the "Plugins" page, then search the marketplac link:https://plugins.jetbrains.com/plugin/29974-unreal-project-model-mods-fix[`Unreal Project Model Mods Fix`] by Archengius and install it. Restart the IDE if prompted. +You may encounter an error where the project model definition files fail to generate. + +image:BeginnersGuide/FailedToGenerateProjectModel.png[Failed to generate project model] + +In order to fix it so you can edit C++ code, you need to open your file manager to +`/Engine/Source/Programs/` and delete the `LiveLinkHub` directory. + +To avoid redundant compilation jobs every time you try to package a mod, you need to download these two files: + +https://github.com/satisfactorymodding/UnrealEngine/blob/5.6.1-CSS/Engine/Build/BatchFiles/BuildUBT.sh + +and + +https://github.com/satisfactorymodding/UnrealEngine/blob/5.6.1-CSS/Engine/Build/BatchFiles/DotnetDepends.sh + +and place them in `/Engine/Build/BatchFiles/`. +Ensure they can be executed by running: + +[source,bash] +---- +chmod +x BuildUBT.sh DotnetDepends.sh +---- + +Then, in your preferred text editor, open: + +`/Engine/Source/Programs/UnrealBuildTool/Configuration/UEBuildTarget.cs` + +and comment out lines 2474 through 2482 like this: + +[source,cs] +---- +// GlobalSingleInstanceMutex? mutex = null; +// if (Rules.BuildEnvironment == TargetBuildEnvironment.Shared) +// { +// string MutexName = GlobalSingleInstanceMutex.GetUniqueMutexForPath("UnrealBuildTool_CreateCompileEnvironmentForProjectFiles", Unreal.EngineDirectory); +// mutex = new GlobalSingleInstanceMutex(MutexName, true); +// } +// +// CreateSharedPCHInstances(Rules, TargetToolChain, Binaries, GlobalCompileEnvironment, new NullActionGraphBuilder(Logger), Logger); +// mutex?.Dispose(); +---- + +Now, run: + +[source,bash] +---- +bash /Engine/Build/BatchFiles/BuildUBT.sh +---- + +Once that's complete, you can move on to the compilation steps. + ==== link:#Compile[Proceed to project compilation steps ➡] ====