Closed GuyPaddock closed 2 years ago
Hey @GuyPaddock!
"Copy the RealTimeStrategy folder to Plugins folder next to your .uproject file (create if necessary)."
And that's exactly what you should do. When cloning the project, you'll be able to find that folder at Source/RTSProject/Plugins/RealTimeStrategy.
RealTimeStrategy
to your PublicDependencyModuleNames
in case you want to create classes in C++ that are extending plugin classes. I might be wrong though.EnabledByDefault
flag in the plugin descriptor, which means you shouldn't need to explicitly enable the plugin. The flag name might have changed in a recent engine version, which might cause it not to work anymore.Thanks, @npruehs!
I am very excited to try this project out, but it seems like the readme has a few gaps:
The README says:
and then:
But, when you're cloning the project, the folder name is not
RealTimeStrategy
-- it'sue4-rts
(unless you specify the name of the directory to create). Also, I noticed that the 1.2.0 release ZIP has a slightly different structure than the directory structure you get when you clone the project. So, I wasn't sure if I should just put the entire project that I checked-out under "Plugins" or if I need to reorganize bits and pieces of it into a structure that's closer to the ZIP. Right now, I'm just placing the checked-out project underPlugins/
.RealTimeStrategy.Build.cs
should get added to the top-level project.PublicDependencyModuleNames
rather thanPrivateDependencyModuleNames
? My understanding is that the former is only needed if you are writing a module that depends on the RTS plug-in that will also become a dependency of yet a third module.RealTimeStrategy
needs to be added as an enabled plugin in theuproject
file.