Open talha-opteran opened 2 years ago
I personally use the 2nd approach of working on the root AirLib
and Unreal/Plugins
dir. It has a benefit for quicker testing of AirLib changes for compilation issues first, and then going for UE4. Haven't found Intellisense or other IDE features to be very good tbh since they don't work with UE4 headers and code
@talha-opteran on windows, I prefer to use the first approach. That is because I use visual studio with the debugger in Blocks project. Find no problems for now in using update_to_git. In Linux, I think the second approach is more straightforward.
Thanks for the input.
@jonyMarino I think the reason you don't have problems in windows with update_to_git.bat
is because it is using robocopy
. Not sure how that works but Linux uses rsync
with the --delete
option which causes the Airlib\src
folder to be deleted.
Question
What's your question?
I'm confused about what the development workflow looks like for AirSim. Some clarification on how others are approaching this would be nice.
Include context on what you are trying to achieve
For context, I'm looking to extend the Unreal plugin which requires modifying code in:
Context details
OS: Ubuntu 20.04 AirSim: git master Unreal: git master (4.27.1) IDE: VSCode
Include details of what you already did to find answers
From my understanding of the docs, there are 2 approaches:
As described in the docs, [1][2], this workflow is as follows:
However, as mentioned in #2975,
update_to_git.sh
deletes theAirlib\src
directory in the AirSim repo. This also causes the subsequentbuild.sh
to fail.In this approach, [3], it recommends developing in the root
Airlib
as well asUnreal\Plugins
directories directly followed by runningbuild.sh
to copy the changes to the Unreal project.This works well but is tedious as it requires manual setup to work with IDE features like intellisense.
So what is the official approach and what are others using? Thanks