Made FlatNodes plugin part of the project (through submodule) so that you would not have to install it into your engine manually
Added SnapCentral plugin to the project (disabled by default since I could not get it to package properly on windows and it does not support macos supposedly)
Added Blockout Tools Plugin (submodule) to project to allow for easier level creation and prototyping
Updated gitignore to ignore default platforms directory (created when playing on platform instead of in editor)
Updated gitignore to ignore vsconfig file
Updated gitignore to ignore packaged directory (which is what i selected when packaging)
Updated project image
Updated engine config for windows shader model 6 config
Motivation and Context
Right now if you wanted to run the project, you'd need to have the FlatNodes plugin installed into your engine. This solves that setup problem by including it as a submodule and helps us keep it up to date with the engine version supported by our project (currently 5.2). This additionally adds a few extra plugins which will help prototype other game modes and mechanics.
Description
Motivation and Context
Right now if you wanted to run the project, you'd need to have the FlatNodes plugin installed into your engine. This solves that setup problem by including it as a submodule and helps us keep it up to date with the engine version supported by our project (currently 5.2). This additionally adds a few extra plugins which will help prototype other game modes and mechanics.
Plugins added:
How has this been tested?
Building and packaging the project into executables on macos and windows (added to the v0.1.0 release)
Screenshots (if appropriate):
Types of changes
Checklist:
Software
.github/workflows/build.yml
file to add my new test to the automated cloud build github action.