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51 changes: 51 additions & 0 deletions modules/ROOT/pages/Development/Linux/LinuxSetup.adoc
Original file line number Diff line number Diff line change
Expand Up @@ -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
`<ue_dir>/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 `<ue_dir>/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:

`<ue_dir>/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 <ue_dir>/Engine/Build/BatchFiles/BuildUBT.sh
----

Once that's complete, you can move on to the compilation steps.

====
link:#Compile[Proceed to project compilation steps ➡]
====
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