Building changes in Unreal
There are two ways you can build Unreal workers after you’ve made changes to them:
Note: If you clean your Unreal project, building will rebuild Unreal Engine from source. This often takes a few hours. Just so you know!
Build using spatial
You can build Unreal workers using the
spatial command-line tool, without having to go through an
To do this, from the root folder of your SpatialOS project:
- To build for a local deployment, run
spatial worker build --target=development
- To build for a cloud deployment, run
spatial worker build --target=production
You can now run either a local or cloud deployment using the instructions from the Setting up the example project page.
Build from Visual Studio
You can build a worker directly from Visual Studio. To do this:
- Navigate to the root folder of your SpatialOS project.
- In this directory, open a terminal and run
spatial worker codegen.
If you haven’t generated the Visual Studio project files for your worker yet, right-click on your
.uprojectfile and select “Generate Visual Studio project files”.
For the RPG demo, that looks like this:
Open the Visual Studio project for your worker. This should have the same name as your
but with the extension
.sln. For example,
This will launch your worker project in Visual Studio.
Once Visual Studio has loaded, set your solution configuration and your solution platform to your desired target.
Build your project using the menu Build > Build Solution.
Once the build has succeeded, SpatialOS will package your worker. You can now run either a local or cloud deployment using the instructions from the Setting up the example project page.
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