C++ Source Code Compilation

 

What is a proper way of using/adding project custom C++ source code into the Unreal for Aximmetry? Simple creation of C++ class inside Unreal for Aximmetry and compiling the solution results in an error:

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Couldn't find target rules file for target 'UE4Editor' in rules assembly 'UE4Rules, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'.

Microsoft.MakeFile.targets(45, 5): [MSB3073] The command ""C:\Program Files\Aximmetry DE\UnrealEngine\Engine\Build\BatchFiles\Build.bat" MyProjectEditor Win64 Development -Project="D:\Aximmetry\Projects\MyProject\MyProject.uproject" -WaitMutex -FromMsBuild" exited with code 6.
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I checked twice, (...)Editor.Target.cs is present under \MyProject\Source\MyProjectEditor.Target.cs.

This question also touches on the topic of migration of the existing UE4 4.27.1 project that contains C++ source code.

I am using Windows 10 v19043.1348, Unreal for Aximmetry v4.27.1, and Visual Community Edition 2019 v16.11.5.

   martin.winged

 
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Eifert@Aximmetry
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Hi Martin,

Creating C++ classes is not supported in UE for Aximmetry.  However, you can add C++ code by building your own plugin then placing it under Engine\Plugins\Marketplace of the official Unreal Engine, then performing the same steps we described for 3rd party plugins.
We also developed a slightly faster workflow for such cases, which includes using some custom files. If interested please write to sales@aximmetry.com.

If you have a custom Unreal Engine where you actually modify the Unreal Engine's source code then the problem is quite different and we do not support custom Unreal Engines.

Warmest regards,

 
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MatMatim
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Hi Eifert, 

Is c++ class creation supported with newer version of UE for Aximmetry like 2023.2.2 ? 

Thanks. 

Mat.

 
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Eifert@Aximmetry
  -  

Hi,

C++ class creation within Unreal Engine for Aximmetry is still not supported in the newest version (2023.3.0 Beta).
Instead, you can use the workaround of building a plugin in the original Unreal.

Warmest regards,

 
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Eifert@Aximmetry
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Hi,

This limitation has been addressed in the latest version of Aximmetry, 2024.1.0. You should now be able to use your own C++ class within the Unreal Editor for Aximmetry without a problem.

Furthermore, the newest version of Aximmetry introduces a modified process for installing plugins in the Unreal Editor for Aximmetry. For detailed instructions, please refer to the documentation here: https://aximmetry.com/learn/virtual-production-workflow/preparation-of-the-production-environment-phase-i/obtaining-graphics-and-virtual-assets/creating-content/creating-content-for-aximmetry-de/ue5-how-to-install-third-party-code-plugins-for-unreal-editor-for-aximmetry/

Warmest regards,