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November 2, 2024 06:02
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Build system for Unreal Engine projects for Sublime Text
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{ | |
"cmd": [ | |
// Default path for UE 5 | |
"C:/Program Files/Epic Games/UE_5.0/Engine/Build/BatchFiles/Build.bat", | |
// Build configuration is set to "Development" by default | |
"Development", | |
// The platform is set to Win64 by default | |
"Win64", | |
"-Project", | |
// The Sublime project name must match the Unreal project filename | |
// E.g. "MyProject.sublime-project" for "MyProject.uproject" | |
// Or manually set the different UE project filename in the line below | |
"$folder/$project_base_name.uproject", | |
// If you need to build a standalone (non-editor) - replace the line below | |
"-TargetType=Editor", | |
// "-TargetType=Game", | |
"-Progress", | |
// Hot reload is disabled - need to close the UnrealEditor before build | |
"-NoHotReloadFromIDE" | |
], | |
"shell": true, | |
// The UE project's root folder must be added to teh project as a first one | |
// E.g. it should be visible as a first folder in the side bar in Sublime | |
"working_dir": "$folder", | |
// Regexpt to parse the unreal's compilation Errors and Warnings | |
"file_regex": "^\\s*([A-Z]:[^\\(]+)\\((\\d+)\\)()\\s*:\\s(([Ee]rror|[Ww]arning)[^\n]+)", | |
// Don't wrap the build output | |
"word_wrap": false, | |
// Don't log Sublime's error messages in case if build failed | |
"quiet": true, | |
} |
- Removed the nodejs requirement
- Make it possible to reuse the same build system for different UE4's projects just with the Sublime's build settings
- Updated for UE 5, basically it's the same but path changed - there is a bat script for command-line builds.
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