-
Notifications
You must be signed in to change notification settings - Fork 6
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
xmake lua helper scripts #2
base: dev
Are you sure you want to change the base?
Conversation
```bash | ||
.\build_and_install_mod.bat YourModName "Path\To\Your\Game\UE4SS\Install\Directory" Build__Configuration | ||
``` | ||
Running `xmake newmod CoolMod` will generate `/Mods/CoolMod/...` in your repository and automatically link it with the xmake system. If you have VS2022 installed then the `newmod` command will also automatically generate a VS project which can be located at `/vsxmake2022/UE4SSCppTemplate.sln`. |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
The .sln
inside vsxmake2022
is called UE4SS-<my mod name>.sln
Need to delete the existing bats |
Need to edit this docs page https://docs.ue4ss.com/dev/guides/installing-a-c++-mod.html#automation as it mentions the bat |
Scripts/build_and_install.lua
Outdated
import("core.base.task") | ||
|
||
function main() | ||
task.run("build", option.get("name"), "-y") |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Doesn't seem like the -y
option is actually passed in because it still prompts me.
two suggestions:
|
set_toolchains only really works at the top level xmake.lua. In the case of a mod, the package doesn't use the compiler configured by set_toolchains. |
Added a couple xmake tasks to streamline the mod authoring process. See the readme for usage.
Differences from the old bat scripts are
newmod
command with the same parameters/Mods/
directory to remove the need to appendincludes("NewMod")
whenever someone makes a new mod. This makes the gitignore situation simpler and allows for mod removal to just require deleting the/Mods/NewMod/
dir instead of having to manually removeincludes("NewMod")
fromxmake.lua
ue4ss
management command to allow modders to more easily swap between release tags/branches