diff --git a/docs/CMakeLists.txt b/docs/CMakeLists.txt index 4c3c7741c..c4eb22540 100644 --- a/docs/CMakeLists.txt +++ b/docs/CMakeLists.txt @@ -47,7 +47,6 @@ if(DOXYGEN_FOUND) md/reference.md md/resource.md md/signal.md - md/unreal.md doxy.in ) diff --git a/docs/md/unreal.md b/docs/md/unreal.md deleted file mode 100644 index 094a9b4dd..000000000 --- a/docs/md/unreal.md +++ /dev/null @@ -1,103 +0,0 @@ -# EnTT and Unreal Engine - -# Table of Contents - -* [Enable Cpp17](#enable-cpp17) -* [EnTT as a third party module](#entt-as-a-third-party-module) -* [Include EnTT](#include-entt) - -## Enable Cpp17 - -> Skip this part if you are working with UE5, Since UE5 uses cpp17 by default. - -As of writing (Unreal Engine v4.25), the default C++ standard of Unreal Engine -is C++14.
-On the other hand, note that `EnTT` requires C++17 to compile. To enable it, in -the main module of the project there should be a `.Build.cs` file, -the constructor of which must contain the following lines: - -```cs -PCHUsage = PCHUsageMode.NoSharedPCHs; -PrivatePCHHeaderFile = ".h"; -CppStandard = CppStandardVersion.Cpp17; -``` - -Replace `.h` with the name of the already existing PCH header -file, if any.
-In case the project does not already contain a file of this type, it is possible -to create one with the following content: - -```cpp -#pragma once -#include "CoreMinimal.h" -``` - -Remember to remove any old `PCHUsage = <...>` line that was previously there. At -this point, C++17 support should be in place.
-Try to compile the project to ensure it works as expected before following -further steps. - -Note that updating a *project* to C++17 does not necessarily mean that the IDE -in use will also start to recognize its syntax.
-If the plan is to use C++17 in the project too, check the specific instructions -for the IDE in use. - -## EnTT as a third party module - -Once this point is reached, the `Source` directory should look like this: - -``` -Source -| MyGame.Target.cs -| MyGameEditor.Target.cs -| -+---MyGame -| | MyGame.Build.cs -| | MyGame.h (PCH Header file) -| -\---ThirdParty - \---EnTT - | EnTT.Build.cs - | - \---entt (GitHub repository content inside) -``` - -To make this happen, create the folder `ThirdParty` under `Source` if it does -not exist already. Then, add an `EnTT` folder under `ThirdParty`.
-Within the latter, create a new file `EnTT.Build.cs` with the following content: - -```cs -using System.IO; -using UnrealBuildTool; - -public class EnTT: ModuleRules { - public EnTT(ReadOnlyTargetRules Target) : base(Target) { - Type = ModuleType.External; - PublicIncludePaths.Add(Path.Combine(ModuleDirectory, "entt", "src", "entt")); - } -} -``` - -The last line indicates that the actual files will be found in the directory -`EnTT/entt/src/entt`.
-Download the repository for `EnTT` and place it next to `EnTT.Build.cs` or -update the path above accordingly. - -Finally, open the `.Build.cs` file and add `EnTT` as a dependency at -the end of the list: - -```cs -PublicDependencyModuleNames.AddRange(new[] { - "Core", "CoreUObject", "Engine", "InputCore", [...], "EnTT" -}); -``` - -Note that some IDEs might require a restart to start recognizing the new module -for code-highlighting features and such. - -## Include EnTT - -In any source file of the project, add `#include "entt.hpp"` or any other path -to the file from `EnTT` to use it.
-Try to create a registry as `entt::registry registry;` to make sure everything -compiles fine.