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updated for UE_4.16
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xBazilio committed Jun 2, 2017
1 parent a7bad23 commit b2aaaff
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Showing 5 changed files with 25 additions and 22 deletions.
1 change: 0 additions & 1 deletion .gitignore
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Binaries/*
Config/*
Intermediate/*
11 changes: 11 additions & 0 deletions Config/FilterPlugin.ini
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[FilterPlugin]
; This section lists additional files which will be packaged along with your plugin. Paths should be listed relative to the root plugin directory, and
; may include "...", "*", and "?" wildcards to match directories, files, and individual characters respectively.
;
; Examples:
; /README.txt
; /Extras/...
; /Binaries/ThirdParty/*.dll
LICENSE
README.md

5 changes: 2 additions & 3 deletions QtCreatorSourceCodeAccess.uplugin
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{
"FileVersion": 3,
"Version": 2,
"VersionName": "2.0",
"VersionName": "2.1",
"FriendlyName": "Qt Creator Source Code Access",
"Description": "Allows access to source code in Qt Creator.",
"Category": "Programming",
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"Type": "Developer",
"LoadingPhase": "Default",
"WhitelistPlatforms": [
"Win64",
"Win32"
"Win64"
]
}
]
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4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -6,11 +6,11 @@ Source code accessor plugin for Unreal Editor 4, windows version. It alows to ma
1. Read Unreal Engine Wiki for [how to setup your project for use with Qt Creator](https://wiki.unrealengine.com/Using_QtCreator_With_UnrealEngine4)

## As an editor plugin
2. Download [build](https://github.com/xBazilio/UE4_Win_QtCreatorSourceCodeAccess/releases/download/2.0/QtCreatorSourceCodeAccess.zip) and put it in the `UNREAL_ENGINE_4/Plugins/Developer/QtCreatorSourceCodeAccess` folder, so that you have `QtCreatorSourceCodeAccess.uplugin` file in path `UNREAL_ENGINE_4/Plugins/Developer/QtCreatorSourceCodeAccess/QtCreatorSourceCodeAccess.uplugin`
2. Download [build](https://github.com/xBazilio/UE4_Win_QtCreatorSourceCodeAccess/releases/download/2.1/QtCreatorSourceCodeAccess.zip) and put it in the `UNREAL_ENGINE_4/Plugins/Developer/QtCreatorSourceCodeAccess` folder, so that you have `QtCreatorSourceCodeAccess.uplugin` file in path `UNREAL_ENGINE_4/Plugins/Developer/QtCreatorSourceCodeAccess/QtCreatorSourceCodeAccess.uplugin`

## As a project plugin

2. Download [build](https://github.com/xBazilio/UE4_Win_QtCreatorSourceCodeAccess/releases/download/2.0/QtCreatorSourceCodeAccess.zip) or source code and put it in the `YOUR_PROJECT/Plugins/QtCreatorSourceCodeAccess` folder, so that you have `QtCreatorSourceCodeAccess.uplugin` file in path `YOUR_PROJECT/Plugins/QtCreatorSourceCodeAccess/QtCreatorSourceCodeAccess.uplugin`
2. Download [build](https://github.com/xBazilio/UE4_Win_QtCreatorSourceCodeAccess/releases/download/2.1/QtCreatorSourceCodeAccess.zip) or source code and put it in the `YOUR_PROJECT/Plugins/QtCreatorSourceCodeAccess` folder, so that you have `QtCreatorSourceCodeAccess.uplugin` file in path `YOUR_PROJECT/Plugins/QtCreatorSourceCodeAccess/QtCreatorSourceCodeAccess.uplugin`
3. Open your project. If it suggests to recompile the plugin - accept

## Settings
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26 changes: 10 additions & 16 deletions Source/QtCreatorSourceCodeAccess/QtCreatorSourceCodeAccess.Build.cs
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// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class QtCreatorSourceCodeAccess : ModuleRules
namespace UnrealBuildTool.Rules
{
public QtCreatorSourceCodeAccess(TargetInfo Target)
public class QtCreatorSourceCodeAccess : ModuleRules
{
PrivateIncludePaths.AddRange(
new string[] {
"QtCreatorSourceCodeAccess/Private"
}
);


PrivateDependencyModuleNames.AddRange(
public QtCreatorSourceCodeAccess(ReadOnlyTargetRules Target) : base(Target)
{
PrivateDependencyModuleNames.AddRange(
new string[]
{
"Core",
"SourceCodeAccess",
"DesktopPlatform",
}
);
);

if (UEBuildConfiguration.bBuildEditor)
{
PrivateDependencyModuleNames.Add("HotReload");
if (UEBuildConfiguration.bBuildEditor)
{
PrivateDependencyModuleNames.Add("HotReload");
}
}
}
}

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