108 lines
3.0 KiB
Markdown
108 lines
3.0 KiB
Markdown
|
# EnTT and Unreal Engine
|
||
|
|
||
|
<!--
|
||
|
@cond TURN_OFF_DOXYGEN
|
||
|
-->
|
||
|
# Table of Contents
|
||
|
|
||
|
* [Enable Cpp17](#enable-cpp17)
|
||
|
* [EnTT as a third party module](#entt-as-a-third-party-module)
|
||
|
* [Include EnTT](#include-entt)
|
||
|
<!--
|
||
|
@endcond TURN_OFF_DOXYGEN
|
||
|
-->
|
||
|
|
||
|
## Enable Cpp17
|
||
|
|
||
|
As of writing (Unreal Engine v4.25), the default C++ standard of Unreal Engine
|
||
|
is C++14.<br/>
|
||
|
On the other hand, note that `EnTT` requires C++17 to compile. To enable it, in
|
||
|
the main module of the project there should be a `<Game Name>.Build.cs` file,
|
||
|
the constructor of which must contain the following lines:
|
||
|
|
||
|
```cs
|
||
|
PCHUsage = PCHUsageMode.NoSharedPCHs;
|
||
|
PrivatePCHHeaderFile = "<PCH filename>.h";
|
||
|
CppStandard = CppStandardVersion.Cpp17;
|
||
|
```
|
||
|
|
||
|
Replace `<PCH filename>.h` with the name of the already existing PCH header
|
||
|
file, if any.<br/>
|
||
|
In case the project doesn't already contain a file of this type, it's possible
|
||
|
to create one with the following content:
|
||
|
|
||
|
```cpp
|
||
|
#pragma once
|
||
|
#include "CoreMinimal.h"
|
||
|
```
|
||
|
|
||
|
Remember to remove any old `PCHUsage = <...>` line that was previously there. At
|
||
|
this point, C++17 support should be in place.<br/>
|
||
|
Try to compile the project to ensure it works as expected before following
|
||
|
further steps.
|
||
|
|
||
|
Note that updating a *project* to C++17 doesn't necessarily mean that the IDE in
|
||
|
use will also start to recognize its syntax.<br/>
|
||
|
If the plan is to use C++17 in the project too, check the specific instructions
|
||
|
for the IDE in use.
|
||
|
|
||
|
## EnTT as a third party module
|
||
|
|
||
|
Once this point is reached, the `Source` directory should look like this:
|
||
|
|
||
|
```
|
||
|
Source
|
||
|
| MyGame.Target.cs
|
||
|
| MyGameEditor.Target.cs
|
||
|
|
|
||
|
+---MyGame
|
||
|
| | MyGame.Build.cs
|
||
|
| | MyGame.h (PCH Header file)
|
||
|
|
|
||
|
\---ThirdParty
|
||
|
\---EnTT
|
||
|
| EnTT.Build.cs
|
||
|
|
|
||
|
\---entt (GitHub repository content inside)
|
||
|
```
|
||
|
|
||
|
To make this happen, create the folder `ThirdParty` under `Source` if it doesn't
|
||
|
exist already. Then, add an `EnTT` folder under `ThirdParty`.<br/>
|
||
|
Within the latter, create a new file `EnTT.Build.cs` with the following content:
|
||
|
|
||
|
```cs
|
||
|
using System.IO;
|
||
|
using UnrealBuildTool;
|
||
|
|
||
|
public class EnTT: ModuleRules {
|
||
|
public EnTT(ReadOnlyTargetRules Target) : base(Target) {
|
||
|
Type = ModuleType.External;
|
||
|
PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "entt", "src", "entt"));
|
||
|
}
|
||
|
}
|
||
|
```
|
||
|
|
||
|
The last line indicates that the actual files will be found in the directory
|
||
|
`EnTT/entt/src/entt`.<br/>
|
||
|
Download the repository for `EnTT` and place it next to `EnTT.Build.cs` or
|
||
|
update the path above accordingly.
|
||
|
|
||
|
Finally, open the `<Game Name>.Build.cs` file and add `EnTT` as a dependency at
|
||
|
the end of the list:
|
||
|
|
||
|
```cs
|
||
|
PublicDependencyModuleNames.AddRange(new[] {
|
||
|
"Core", "CoreUObject", "Engine", "InputCore", [...], "EnTT"
|
||
|
});
|
||
|
```
|
||
|
|
||
|
Note that some IDEs might require a restart to start recognizing the new module
|
||
|
for code-highlighting features and such.
|
||
|
|
||
|
## Include EnTT
|
||
|
|
||
|
In any source file of the project, add `#include "entt.hpp"` or any other path
|
||
|
to the file from `EnTT` to use it.<br/>
|
||
|
Try to create a registry as `entt::registry registry;` to make sure everything
|
||
|
compiles fine.
|