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