After a long time of silence, I decided to try out Unreal Engine. This experiment was long overdue, but I was happy using Unity so far. See, I do own the pro version of Unity 4.x and 5.x without paying (it was legally given to me to develop HandyMD), so not using it instead just seemed plain wrong. However, I wasn’t using it anyway. After HandyMD, the only Unity project I was involved with was not a game and is currently put on hold until further notice.
Before I even begun experimenting on UE, I wanted to see if I could use Qt Creator instead. From my little experience with it, it seems that it’s more lightweight and intellisense works slightly better. That decision was a big mistake, because I now got sucked in a mini-project that aims to automate the process of configuring a UE project to work with Qt Creator, and I have still yet to seriously get into the engine itself. Oh well.
Currently, the best way to use Qt Creator to develop for UE can be found here. It’s a very tedious task, and one that might have to be repeated over and over in certain cases. So, I thought I’d do the world a favour and start writing this program.
The past couple of days I finally had some time to get enough work done for the first version of this utility. What it does so far is to create the actual Qt project files by parsing the equivalent Visual Studio file (*.vcxproj). It detects included header and source files, preprocessor definitions and include paths and creates three .pro files. I could just dump everything into one file, but I decided to follow the suggested route by the tutorial and split it into 3 files.
- Build VS project files directly from the program. Currently, you can just right-click the *.uproject file and ask it to generate those files (provided the shell extension is there), or do so from the UE launcher itself.
- Automatically build configurations for running, debugging, etc.
- A utility to create an appropriate kit.
- A utility to set up the debugger.
- Maybe: automatically include/exclude source or header files?
- Maybe: Remove the need to parse VS project files in the first place?
I will need to do more investigation on both Qt Creator and UE before this program can be as versatile as possible. There is a very strong possibility any new version on either product will break this program. So far it has only been tested with basic UE C++ projects in UE4.5. Yes, I know there’s already a new version out, but due to internet issues I won’t be able to download that for a while.
The biggest issue is actually testing this for versatility. When I have a more complete version I’ll make a new post and put it out there for people to
use break. The source code (using C# Winforms with .Net 4.5) is publicly available on GitHub, so anyone can contribute to it if they wish. Do contact me if you want to help!