From 33a1471f81b91b2a3facdf62aaab6fae3b8f3f01 Mon Sep 17 00:00:00 2001 From: Michael Lane Date: Thu, 4 Nov 2021 17:04:56 +1300 Subject: [PATCH] EV-303: Added details on creating a binary distribution after building from source. --- README.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/README.md b/README.md index ba90964..aaedcbe 100644 --- a/README.md +++ b/README.md @@ -12,6 +12,7 @@ This plugin uses [conan-ue4cli](https://github.com/adamrehn/conan-ue4cli) to bun - [Installation](#installation) - [Using release binaries](#using-release-binaries) - [Building everything from source](#building-everything-from-source) + - [Creating a binary distribution](#creating-a-binary-distribution) - [Usage](#usage) - [Legal](#legal) @@ -37,6 +38,17 @@ To build the plugin from source without using the [precomputed dependency data]( 3. Once the Conan packages are built, you will be able to build or package any Unreal project which uses the UnrealGDAL plugin as normal. +### Creating a binary distribution +Once you have built the plugin from source following the steps above, you can create a binary distribution so that other members of your team can use the plugin without following the steps in [Building everything from source](#building-everything-from-source) + +1. Follow the steps listed in [Distributing projects and plugins](https://docs.adamrehn.com/conan-ue4cli/workflow/distribution). For example: + + ```bash + # Grab the binary dependencies from the conan cache and put them under the source directory. + ue4 conan precompute + ``` + +2. Once the precomputed binary dependencies are included for GDAL (under the Source/GDAL directory), you can add the whole repository to a blank Unreal project under the Plugins directory, follow the steps to list the UnrealGDAL plugin as a dependency under [Usage](#usage) and build for the various configurations you want. These are probably the "Development Editor", "Development" and "Shipping" configurations in Visual Studio. ## Usage