Unreal Engine is the world’s most open and advanced real-time 3D creation platform for photoreal visuals and immersive experiences. Jan 27, 2015  In this PC/MAC game you can visually and mechanically build and tune your cars for open world street racing, drag racing, drifting or even showing off your rides online with friends.

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Unreal Engine 4 (UE4) uses a custom building method via the UnrealBuildTool which handles all the complex aspects of compiling the project and linking it with the engine. This process occurs transparently allowing you to simply build the project through the standard Visual Studio build workflow.

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UnrealBuildTool uses the .Build.cs and .Target.cs files to build the game project. These are automatically generated when a project is created using a C++ template, or when the CPP Class Wizard is used to add code to a project created from a Blueprints Only template.

Build Configuration

Unreal projects have multiple targets (Editor, Client, Game, and Server) described by *.target.cs files, each of which can be built to different configurations. In Visual Studio, this manifests as a Visual Studio *.vcxproj file with different configurations for each target. The solution configurations are named as [Configuration][Target Type] (for example, 'DevelopmentEditor' for the default editor target, and 'Development' for the default standalone game target). The configuration you use will be determined by the purposes of the build you want to create.

Every build configuration contains two keywords, and the first keyword indicates the state of the engine and your game project. For instance, if you compile using a Debug configuration, you will be able to debug your game's code. The second keyword indicates the target you are building for. For example, if you want to open a project in Unreal, you need to build with the Editor target keyword.

Build Configuration - State

Description

Build Configuration - Target

Description

Client.Target.cs file, the Client build configurations will be valid.

Server.Target.cs file, the Server build configurations will be valid.

Building with Visual Studio

Setting the Build Configuration

The build configuration can be set in the Visual Studio toolbar.

Project - Configuration Menu

Setting the Solution Platform

The solution platform can be set in the Visual Studio toolbar.

UE4 currently supports the following platforms:

  • Windows 32-bit

  • Windows 64-bit

When working with Unreal Engine 4, you will typically use the Win64 platform. This is the only one included by default when generating project files; the Project Files for IDEs page has instructions for generating project files for additional platforms.

Building the Project

Make sure you are running Visual Studio 2015 or higher for Windows Desktop installed before proceeding. If you are using Mac, make sure to have Xcode 9.0 or higher installed.

  1. Set the Solution Configuration to the configuration you want to build. In this example, it is set to Development Editor. Refer to the Build Configuration section for descriptions of each available configuration.

  2. Right-click your game project and choose Rebuild to recompile.

You can now run the engine with your compiled project.

When running the engine, it is important to use the Unreal Engine executable that matches the build configuration you rebuilt your project in. For example, if you compiled your project in the DebugGame Uncooked build configuration, you would run the UE4-Win64-DebugGame.exe executable with your game information as an argument. More information on the binary naming convention can be found on the Building Unreal Engine page.

When running Unreal, it is important to add the -game flag if you rebuilt your project in any Uncooked configuration, and the -debug flag if you rebuilt your project in any Debug configuration.

Visual Studio Known Issues

Issue

Solution

When building in Xcode, you are only compiling the game project, not the Editor.

To compile the project:

The Unreal Engine Xcode project is configured to build Debug configuration when you use Xcode's Product > Build option and Development configuration when you use Product > Build For > Profiling. You can edit this behavior by editing the target schemes.

You can now run the engine with your compiled project.

When running the binary Editor, it is important to add the -game flag if you rebuilt your project in any Uncooked configuration, and the -debug flag if you rebuilt your project in any Debug configuration.

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Xcode Known Issues

Issue

Solution

While building for iOS requires a Mac, using remote compilation means that a whole team that primarily uses Windows machines can build for iOS using one Mac.

Mac Setup

  1. Enable Remote Compiling on the Mac using these steps from Apple .

  2. Install your iOS Developer Certificates to the System keychain. If your certificates are already installed to your login keychain, just drag them to the System keychain and they will be installed there as well.

    For more on creating iOS Developer Certificates, see Generating Signing Certificates .

  3. Lastly, make sure the private keys for your certificates are set up to be accessible from any program. This can be accessed by double-clicking on the key under the Developer Certificate. For more information, see this Apple Support article .

Windows Setup

  1. Open your project in the editor, then open Project Settings.

  2. Click on iOS under Platforms.

  3. Scroll to the Build heading, then expand Remote Build Options.

  4. In the Remote Server Name field, enter the name of the Mac you are using to build the project.

  5. In the Remote User Name field, enter the user name that would normally log in to the remote Mac.

  6. At this point, you will need to generate the SSH key which will be used to ensure a secure connection to the remote Mac. Press the Generate SSH Key button and follow the prompts.

SSH Setup

For the SSH setup, you will primarily follow along with the prompts that are presented in the window that pops up. However, here are some additional steps to help guide you through this process.

  1. If your host can't be authenticated, enter 'yes' at the prompt.

  2. Enter the password which belongs to the user you specified in Remote User Name.

  3. The prompts will ask you to enter a passphrase. We recommend not specifying a passphrase so that it can be used without requiring user interaction.

  4. You will then be prompted to enter the password for the user name again to complete the process.

At this point, you should successfully have generated your SSH key and are ready to start building iOS games from editor on PC.

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Optional Team Setup

If you wish to pass around this data so that it can be used for all projects in the future, then you will want to specify the Remote Server Name and Remote User Name in one or more of the *Engine.ini files on your computer.

  1. Select the multi-dot button next to the property to open the Configuration Editor.

  2. Set the properties for each individual .ini file you want to pass around the SSH data in.

Also, the SSH keys are stored in ../../../Engine/Build/SSHKeys. Make sure to check that directory into source control to share them with your team.

Enable Remote Shader Compile

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You can also build the needed Shaders for your iOS project remotely by enabling the Remote Shader Compile option that can be found in Project Settings >iOS >Build >Enable Remote Shader Compile. To enable this functionality all you need to do is make sure the checkmark box next to Enable Remote Shader Compile is checked like in the following image.

Enabling the Remote Shader Compile will make the remote compile take longer to finish as it has to copy each shader from your PC to the remote Mac, build it and then copy it back to your PC.

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