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Manual-install: Starter Template setup

When you follow Get started: 2 - Set up the fork and plugin, we recommend you auto-install the fork and plugin. However, you have the option to manually install the the UE fork and plugin by following the Manual-install: UE fork and plugin guide.

If you followed the manual-install guide, follow the steps below to set up the Starter Template. After this, you can return to Starter Template - 2: Launch a local deployment with multiple clients.

Starter Template - Set up (manual-install only)

If you used auto-install (by running InstallGDK.bat) as part of Get Started: 2 - Set up the fork and plugin, follow the standard setup instructions. Do not follow the instructions below.

To use the Starter Template, you must complete the following steps:

  1. Create a new project using the Starter Template
  2. Clone the GDK into your project
  3. Build the GDK for Unreal module dependencies

Step 1: Create a new project using the Starter Template

After building the Unreal Engine fork, in File Explorer, navigate to UnrealEngine\Engine\Binaries\Win64and double-click UE4Editor.exe to open the Unreal Editor.

  1. In the Project Browser window, select the New Project tab and then the C++ tab.
  2. In this tab, select SpatialOS GDK.
  3. In the Folder field, choose a suitable directory for your project.
  4. In the Name field, enter a project name of your choice.
  5. Select Create Project.

Note: When you create a project, the Unreal Engine automatically creates a directory named after the project name you entered. In this tutorial, <YourProject> is used as an example project name.

The Unreal Engine Project Browser

Image: The Unreal Engine Project Browser, with the project file path and project name highlighted.

After you have selected Create Project, the Unreal Engine generates the necessary project files and directories, it then closes the Editor and automatically opens Visual Studio.

After Visual Studio has opened, save your solution and close Visual Studio.

Step 2: Clone the GDK

Now you need to clone the SpatialOS GDK for Unreal into your project. To do this:

  1. In File Explorer, navigate to the <GameRoot> directory and create a Plugins folder in this directory.
  2. In a command line window, navigate to <GameRoot>\Plugins and clone the GDK for Unreal repository by running either:
    • (HTTPS) git clone https://github.com/spatialos/UnrealGDK.git
    • (SSH) git clone git@github.com:spatialos/UnrealGDK.git

The GDK’s default branch (GitHub documentation) is release.

This means that anytime during the development of your game, you can get the latest release of the GDK by running git pull inside the UnrealGDK directory.

Note: When you pull the latest changes, you must also run git pull inside the UnrealEngine directory to keep your GDK and your Unreal Engine fork in sync.

Step 3: Build the dependencies

To use the Starter Template, you must build the GDK for Unreal module dependencies and then add the GDK to your project. To do this:

  1. Open File Explorer, navigate to the root directory of the GDK for Unreal repository (<GameRoot>\Plugins\UnrealGDK\...), and double-click Setup.bat. If you haven’t already signed into your SpatialOS account, the SpatialOS developer website may prompt you to sign in.
  2. In File Explorer, navigate to your <GameRoot> directory, right-click <YourProject>.uproject and select Generate Visual Studio project files.
  3. In the same directory, double-click <YourProject>.sln to open it with Visual Studio.
  4. In the Solution Explorer window, right-click on <YourProject> and select Build.
  5. When Visual Studio has finished building your project, right-click on <YourProject> and select Set as StartUp Project.
  6. Press F5 on your keyboard or select Local Windows Debugger in the Visual Studio toolbar to open your project in the Unreal Editor.
    Visual Studio toolbar
    Image: The Visual Studio toolbar

Note: Ensure that your Visual Studio Solution Configuration is set to Development Editor.

> Next: 2: Launch a local deployment with multiple clients



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2019-07-22 Page updated with editorial review: updated navigation
2019-07-16 Page updated with editorial review

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