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feat: added initial unreal setup guide
1 parent 7f2c1c9 commit 0fd8eac

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src/app/home/home.component.html

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@@ -178,9 +178,8 @@ <h2>Commit to Ecsact without committing to an engine.</h2>
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the flexibility to make the best decision for your product.
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</p>
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<p class="text-sm">
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<a routerLink="/start/unity">Unity integration</a> is
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<a routerLink="/start/unity">Unity</a> and <a routerLink="/start/unreal">Unreal</a> integration is
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<strong>available now</strong> with
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<a routerLink="/start/unreal">Unreal</a> and
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<a routerLink="/start/godot">Godot</a> support planned for the near
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future. <a routerLink="/start/custom">Custom</a> integration is also
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possible for in-house or other engines that are not officially planned

src/app/start/start-overview.component.html

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@@ -107,7 +107,7 @@ <h1 id="install" class="text-5xl max-w-sm m-0">Install Ecsact</h1>
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</div>
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</div>
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<div class="max-w-xl mx-auto px-6 my-8">
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<div class="max-w-2xl mx-auto px-6 my-8">
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<h2 id="integrations" class="text-3xl">Integrations</h2>
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<p>
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After you've installed the Ecsact SDK check out our integrations or start
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routerLink="/start/unity">
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<div class="brand unity w-full h-full"></div>
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</a>
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<a
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class="aspect-square rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal">
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<div class="brand unreal-stacked w-full h-full"></div>
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</a>
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<a
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class="aspect-square rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/cli">
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<div class="w-full h-full relative text-center">
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<div class="absolute translate-y-[-50%] top-[50%] left-0 right-0">
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<span class="i48 text-text text-[600%]">terminal</span>
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<div class="text-text relative text-lg font-mono top-[-20px]">
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Ecsact CLI
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</div>
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</div>
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</div>
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<div class="brand ecsact-cli w-full h-full"></div>
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</a>
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</div>
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<h3 id="integrations-coming-soon" class="text-3xl">Coming Soon</h3>
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<div class="grid grid-flow-col-dense gap-8 my-8 opacity-50">
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<a
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class="aspect-square rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal">
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<div class="brand unreal-stacked w-full h-full"></div>
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</a>
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<a
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class="aspect-square rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/godot">
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<div class="brand godot w-full h-full"></div>
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</a>
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<a
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class="aspect-square rounded-lg border border-transparent py-4 px-8">
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<div class="brand w-full h-full"></div>
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</a>
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<a
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class="aspect-square rounded-lg border border-transparent py-4 px-8">
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<div class="brand w-full h-full"></div>
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</a>
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</div>
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<p class="text-center my-8">

src/app/start/start.component.html

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<a routerLink="/start/cli" routerLinkActive="active">Overview</a>
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</ecsact-sidenav-section>
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<ecsact-sidenav-section title="Unreal Engine">
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<a routerLink="/start/unreal" routerLinkActive="active"
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>Ecsact Unreal Overview</a
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>
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<a routerLink="/start/unreal" routerLinkActive="active">Setup</a>
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</ecsact-sidenav-section>
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<ecsact-sidenav-section title="Godot">
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<a routerLink="/start/godot" routerLinkActive="active"

src/app/start/unreal/BUILD.bazel

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"//:node_modules/@angular/common",
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"//:node_modules/@angular/core",
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"//:node_modules/@angular/router",
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"//src/components/code-block-variation",
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"//src/components/prism",
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],
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)
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<article>
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<div class="brand unreal my-8 mx-2 h-16"></div>
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<p class="max-w-lg m-auto">
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Unreal Engine integration is not available at this time. If you would like
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to be notified when it is generally available please subscribe to the
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<a
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href="https://github.com/ecsact-dev/ecsact_unreal/issues/1"
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target="_blank"
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>general availability GitHub issue</a
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>.
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</p>
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<h1>Setting Up Unreal</h1>
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<section>
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<h2 id="plugin-install">Plugin Installation</h2>
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<p>
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To get started using Ecsact with your Unreal project we highly recommend installing the <a href="https://github.com/ecsact-dev/ecsact_unreal">Ecsact Unreal plugin</a>. At the time of writing this the Ecsact plugin has not been published to <a href="http://fab.com/" target="_blank">Fab</a> (<a href="https://github.com/ecsact-dev/ecsact_unreal/issues/21">tracking issue on github</a>.) For now the release archive are available on the <a href="https://github.com/ecsact-dev/ecsact_unreal/releases">Ecsact Unreal plugin Github releases</a> page. Extract
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<code>EcsactUnreal-Win64.zip</code> to your Unreal engine marketplace plugins directory to install.
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</p>
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<pre
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codeBlockVariationOption
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optionTitle="Bash"><code prism language="bash">
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# Ecsact Unreal zip contents should be extracted here
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[UE-Install-Dir]/Engine/Plugins/Marketplace/Ecsact
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</code></pre>
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<p></p>
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<p>Once you have installed the Ecsact Unreal plugin go to <code>Edit <span class="i24">arrow_right</span> Plugins</code>. Find the Ecsact plugin and make sure it's enabled for your project. You may have to restart your editor after enabling the plugin.</p>
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<div class="flex flex-row gap-8 justify-center">
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<a href="/assets/unreal/unreal-setup-01.png">
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<img src="/assets/unreal/unreal-setup-01.png" />
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</a>
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<a href="/assets/unreal/unreal-setup-02.png">
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<img src="/assets/unreal/unreal-setup-02.png" />
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</a>
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</div>
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<div class="flex flex-col lg:flex-row items-center justify-center gap-8 my-8">
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<div>
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<h2 id="plugin-install">Ecsact Plugin Settings</h2>
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<p>After enabling the Ecsact plugin and restarting your editor you should have new project settings specifically for Ecsact. You can find the settings in <code>Project Settings <span class="i24">arrow_right</span> Plugins <span class="i24">arrow_right</span> Ecsact</code>.</p>
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<p>
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Here you are able to configure and enable/disable different features of the plugin. For your first setup we recommend enabling the build system and adding the <code>rt_entt</code> build recipe.
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</p>
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</div>
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<a href="/assets/unreal/unreal-setup-03.png">
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<img class="max-w-md" src="/assets/unreal/unreal-setup-03.png" />
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</a>
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</div>
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<div class="flex flex-col lg:flex-row items-center justify-center gap-8 my-8">
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<a href="/assets/unreal/unreal-setup-04.png">
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<img class="max-w-sm" src="/assets/unreal/unreal-setup-04.png" />
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</a>
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<div>
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<h2 id="plugin-install">Whats next?</h2>
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<p>From this point on when you have the editor open the Escact Runtime will be built automatically when changes to <code>.ecsact</code> in your <code>Source</code> directory change. If no Ecsact files are detected you should get a warning in your editor output log. If this is your first Ecsact project then we recommend reading the <a routerLink="/start/tutorials/first-ecsact-file">your first Ecsact file</a> tutorial. Otherwise, take a look at some of the Ecsact Unreal plugin specific features below for further reading.</p>
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</div>
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</div>
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</section>
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<section class="max-w-lg mx-auto text-center my-8">
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<h2 id="ecsact-unreal-plugin-features">Ecsact Unreal Plugin Features</h2>
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<div class="grid grid-cols-1 sm:grid-cols-2 gap-8 my-8">
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<a
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class="aspect-video rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal/runtime">
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<div>Ecsact Unreal Codegen</div>
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<div>TODO</div>
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</a>
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<a
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class="aspect-video rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal/codegen">
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<div>Ecsact Unreal Codegen</div>
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<div>TODO</div>
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</a>
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<a
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class="aspect-video rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal/runner">
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<div>Ecsact Runner</div>
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<div>TODO</div>
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</a>
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<a
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class="aspect-video rounded-lg shadow-lg border border-transparent hover:border-secondary transition-colors bg-content-bg py-4 px-8"
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routerLink="/start/unreal/runner-subsystems">
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<div>Ecsact Runner Subsystems</div>
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<div>TODO</div>
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</a>
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</div>
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</section>
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</article>

src/app/start/unreal/start-unreal.component.ts

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import {Component, OnInit, ChangeDetectionStrategy} from '@angular/core';
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import {RouterLink} from '@angular/router';
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import {PrismComponent} from '../../../components/prism/prism.component';
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@Component({
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templateUrl: './start-unreal.component.html',
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changeDetection: ChangeDetectionStrategy.OnPush,
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standalone: true,
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imports: [RouterLink, PrismComponent],
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})
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export class StartUnrealComponent implements OnInit {
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constructor() {}
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