There are two ways you can build Unreal workers after you've made changes to them:
Note: If you clean your Unreal project, building will rebuild Unreal Engine from source. This often takes a few hours. Just so you know!
You can build Unreal workers using the spatial command-line tool, without having to go through an
IDE.
To do this, from the root folder of your SpatialOS project:
- To build for a local deployment, run
spatial worker build --target=local - To build for a cloud deployment, run
spatial worker build --target=cloud
You can now run either a local or cloud deployment using the instructions from the Running your project page.
You can build a worker directly from Visual Studio. To do this:
-
Navigate to the root folder of your SpatialOS project.
-
In this directory, open a terminal and run
spatial worker codegen. -
If you haven't generated the Visual Studio project files for your worker yet, right-click on your
.uprojectfile and select "Generate Visual Studio project files":You will need to repeat this step whenever you add or remove schema (SpatialOS documentation) files during development.
-
Open the Visual Studio project for your worker. This should have the same name as your
.uprojectbut with the extension.sln. For example,UnrealStarterProject.sln.This will launch your worker project in Visual Studio.
-
Once Visual Studio has loaded, set your solution configuration and your solution platform to your desired target.
-
Build your project using the menu Build > Build Solution.
Once the build has succeeded, SpatialOS will package your worker. You can now run either a local or cloud deployment using the instructions from the Running your project page.
