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budak7273 committed Nov 26, 2024
1 parent 33d9622 commit 9c1712a
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1 change: 1 addition & 0 deletions cspell.json
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Expand Up @@ -104,6 +104,7 @@
"Tolgee",
"Treelo",
"uasset",
"ucas",
"UCLASS",
"uconfigproperty",
"UE_LOGFMT",
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3 changes: 1 addition & 2 deletions modules/ROOT/pages/CommunityResources/AssetToolkit.adoc
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Expand Up @@ -342,8 +342,7 @@ https://github.com/satisfactorymodding/UnrealProjectUpdater/blob/master/CustomAs
except skip any texture assets (usually those starting with `TX_`) mentioned in the list,
because the generator's copy of textures is more accurate.
You should also bring over the `Content/Localization/StringTables` folder
because the complete asset toolkit does not seem to generate it correctly.
It is purposefully not included in the list because the stubs generator seems to handle it correctly.
because they are stored raw in the pak file (not the utoc/ucas) and the automation does not currently extract them.

[TIP]
====
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5 changes: 4 additions & 1 deletion modules/ROOT/pages/Development/BeginnersGuide/LearnGit.adoc
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Expand Up @@ -64,9 +64,12 @@ but it is recommended to use a GUI tool, as they are generally more approachable

=== Install the Git CLI First

The Unreal Editor's Git integration relies on having the Git CLI installed to function properly.
The Unreal Editor's Git integration relies on having the Git Command Line Interface (CLI) installed to function properly.
Download its installer https://git-scm.com/downloads[here].
The default settings offered by the installer should be fine for most users.
When prompted to chose a default text editor for commits, consider selecting an option other than the default Vim.
This choice will affect you if you decide to commit from the command line.
Nano, Notepad, and Notepad++ are convenient alternatives.

=== Install a Git GUI Client

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11 changes: 4 additions & 7 deletions modules/ROOT/pages/Development/Cpp/setup.adoc
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Expand Up @@ -23,13 +23,10 @@ An overview of these files is provided below.

=== Targets

`Targets` are UBTs "programs" that you write.
Most of the time, like in our modding case, there are two `targets`.
One target is for compiling our `modules` compatible with the Unreal Editor,
and the second target is for compiling our `modules` compatible with the final game.
The configuration files for these modules will be located in the `/Source/YourModReference` folder of your mod.
The target configurations follow the `YourModuleName.Target.cs` naming pattern for the "shipping" configuration
and the `YourModuleNameEditor.Target.cs` naming pattern for the "development editor" configuration.
Targets are like UBT "programs" that define how the game gets packaged.
As of the 1.0 release, mods no longer define their own Targets, instead using the base game's targets,
which you can find in `Source/TargetName.Target.cs`.
You should not modifying these target files.

=== Modules

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