[Qt-creator] QtCreator support for Unreal Engine 4

Vincent Hui vincenthk007 at gmail.com
Mon Mar 5 12:51:15 CET 2018


Hi San,

I don't know whether it is easier to integrate UE4 into Qt Creator by QBS.
Perhaps it is worth to investitage.

Cheers,
Vincent

On 5 March 2018 at 17:20, Tobias Hunger <tobias.hunger at gmail.com> wrote:

> Hi San,
>
> Before we continue: Creator supports more than just qmake as a build
> system. Is there any that works better?
>
> On Sat, Mar 3, 2018 at 9:57 AM, Sander Smid <sander.smid at gmail.com> wrote:
> > Thanks Tobias for your reply.
> >
> > So I've been looking into what QtCreator already provides, what steps are
> > already done on the UE4 side of things and what is missing to get proper
> > integration. What UE4 currently provides is a qmake project file (.pro)
> and
> > a few project include files (.pri) which mainly list all the project
> source
> > and header files. The UE4.pro file does contain some description of
> targets
> > but not all of them are picked up when the user configures the project
> file.
> > All of the settings that actually deal with defines (UE4Defines.pri) seem
> > stubbed and don't contain actual build defines. Probably because it is
> > required by qmake but simply doesn't have a purpose as UE4 uses its own
> > build system.
> >
> > The current UE4 documentation recommends each user needs to create a
> > UE4.pro.user file in which the qmake build and clean steps are removed
> and
> > (manually) replaced with a make command. This is all described in an
> array
> > of "ProjectExplorer.Project.Target" structures in the UE4.pro.user that
> > define the build and run settings. As a quick test I moved that part
> over to
> > a UE4.pro.shared file as that file is intended to be shared.
> Unfortunately
> > QtCreator prompts me to configure the project so I assume this isn't
> > supported.
>
> Moving that to a .shared file will not work: The kit ids will not
> match and then get ignored. Kit-specific stuff like build steps
> currently can not effectively get shared in creator.
>
> > The alternative would be to generate the UE4.pro.user file in a similar
> way
> > the .pro file is generated (I should have all the information at that the
> > moment the .pro and .pri files are being generated) however I got the
> > impression that is not the recommended way to go about this.
>
> I doubt that would work for the same reason as the .shared files fail:
> You do not know the right kit Ids to put into the .user file.
>
> > This bring me to the following set of questions:
> >
> > Fixing the qmake build steps:
> >
> > Each user currently needs to define their kits (which makes sense as it
> > includes build target locations) but after generating them not all the
> > targets as described in UE4.pro are not all available. Can you what steps
> > are missing here?
>
> No idea. Everything in a .pro file should get picked up.
>
> > Can you see any reason why the qmake project files are not working?
>
> Bugs? :-)
>
> I am actually not sure whether creator is supposed to show aux targets or
> not.
>
> > I know
> > this is a broad question so feel free to skip this.
> > Is there any other place than the .pro.user files where QtCreator stored
> > information about project configurations that might be relevant (e.g
> > ~/.config)?
>
> No. All the project-specific data is stored in the .user-file.
>
> > Use qmake project as a shell for code navigation and focus on getting
> build
> > and run configurations working with make:
>
> Why qmake?
>
> > I'm thinking to generate a set of "ProjectExplorer.Project.Target"
> > structures that call 'make' to build the projects. I think I can generate
> > the structure for a UE4.pro.user but that conflicts with the kit
> > generation/configure step. Is there any other place where I can store
> this
> > structure so it is available to all users?
>
> No.
>
> > And is this a sane approach?
>
> No, it is user specific:-/
>
> > I'm
> > a bit worried about some of the Ids in there (e.g.
> > ProjectExplorer.ProjectConfiguration.Id and EnvironmentId) will bite me
> once
> > I got the UE4.pro.user file generated. Any ideas on that?
>
> It will not work. That is a known problem for a while now.
>
> My plan is to eventually have project-specific wizards that can do the
> necessary magic. But those are not there yet (and I am currently
> poking into other corners, so do not hold your breath).
>
> > For reference I attached the generated .pro and .pri files which might
> help
> > filling in the blanks where my explanation (with very limited experience
> > with qmake) might fall short.
>
> So basically you are defining custom targets for the things you
> actually want to build? I am not sure that this is supported in
> creator, it will definitely not be supported well.
>
> Best Regards,
> Tobias
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