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Copy file name to clipboardExpand all lines: src/app/start/unreal/start-unreal.component.html
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@@ -3,17 +3,34 @@ <h1>Setting Up Unreal</h1>
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<section>
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<h2id="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 <ahref="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 <ahref="http://fab.com/" target="_blank">Fab</a> (<ahref="https://github.com/ecsact-dev/ecsact_unreal/issues/21">tracking issue on github</a>.) For now the release archive are available on the <ahref="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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To get started using Ecsact with your Unreal project we highly recommend
<p>Once you have installed the Ecsact Unreal plugin go to <code>Edit <spanclass="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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<p>
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Once you have installed the Ecsact Unreal plugin go to
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<code>Edit <spanclass="i24">arrow_right</span> Plugins</code>. Find the
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Ecsact plugin and make sure it's enabled for your project. You may have to
<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 <spanclass="i24">arrow_right</span> Plugins <spanclass="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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After enabling the Ecsact plugin and restarting your editor you should
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have new project settings specifically for Ecsact. You can find the
<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 <arouterLink="/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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<p>
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From this point on when you have the editor open the Escact Runtime
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will be built automatically when changes to <code>.ecsact</code> in
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your <code>Source</code> directory change. If no Ecsact files are
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detected you should get a warning in your editor output log. If this
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is your first Ecsact project then we recommend reading the
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<arouterLink="/start/tutorials/first-ecsact-file"
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>your first Ecsact file</a
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>
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tutorial. Otherwise, take a look at some of the Ecsact Unreal plugin
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