Unreal Engine 4 入门教程 github README翻译

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Unreal Engine

Welcome to the Unreal Engine source code!
欢迎来到 Unreal Engine 源码的世界!

From this repository you can build the Unreal Editor for Windows and Mac, compile Unreal Engine games for Android, iOS, Playstation 4, Xbox One, HTML5 and Linux,
and build tools like Unreal Lightmass and Unreal Frontend. Modify them in any way you can imagine, and share your changes with others!
在这个源码仓库里,你可以编译出Windows,Mac平台下的Unreal编辑器,并且可以编译出运行在Android,iOS,Playstation 4,Xbox One,HTML5和Linux下的游戏,也可以编译出Unreal Lightmass和Unreal Frontend等工具。

We have a heap of documentation available for the engine on the web. If you’re looking for the answer to something, you may want to start here:
在网站上,我们有大量的可利用的文档,如果你在寻找某些事情的答案,你可能希望从这里开始

  • Unreal Engine Programming Guide
    Unreal Engine 编程指南
  • Unreal Engine API Reference
    Unreal Engine API索引
  • Engine source and GitHub on the Unreal Engine forums
    Unreal Engine 论坛上的 Unreal Engine 和 GitHub 板块

If you need more, just ask! A lot of Epic developers hang out on the forums or AnswerHub,
and we’re proud to be part of a well-meaning, friendly and welcoming community of thousands.
如果你需要更多帮助,开口就是了! 许多Epic的开发者都会逛逛论坛或者AnswerHub,我们非常荣幸成为了有善意,友好,热情社区的一员。

Branches

分支

We publish source for the engine in three rolling branches:
我们发布的引擎源码有三个滚动的分支

The release branch is extensively tested by our QA team and makes a great starting point for learning the engine or
making your own games. We work hard to make releases stable and reliable, and aim to publish new releases every few months.
正式版分支经过我们QA团队大量测试,并且为学习引擎和制作个人游戏打造了一个良好的起点。我们为正式版的稳定可靠而努力,目标是每隔几个月就发布新的版本。

The promoted branch is updated with builds for our artists and designers to use. We try to update it daily
(though we often catch things that prevent us from doing so) and it’s a good balance between getting the latest cool stuff and knowing most things work.
升级版分支为我们的艺术家和设计者的使用而更新。我们努力做到每天更新(尽管我们会遭遇各种阻力),它是在获得最新功能和了解工作原理之间一个良好的平衡点。

The master branch tracks live changes by our engine team.
This is the cutting edge and may be buggy - it may not even compile. Battle-hardened developers eager to work lock-step with us on the latest and greatest should head here.
主分支记录了我们团队的实时改动,最前沿并且可能有许多bug,它甚至不能编译通过,老练的开发者急切想和我们一起同步工作,最新和最优秀的变化在这里。

Other short-lived branches may pop-up from time to time as we stabilize new releases or hotfixes.
当我们让新的正式版或补丁变得稳定时,其它短暂的分支可能会偶尔出现。

Getting up and running

启动并运行

The steps below will take you through cloning your own private fork, then compiling and running the editor yourself:
以下步骤将会带你亲自克隆出你私人分支,然后编译并运行编辑器。

Windows

  1. Install GitHub for Windows then fork and clone our repository.
    To use Git from the command line, see the Setting up Git and Fork a Repo articles.
    安装 GitHub for Windows 然后新建分支并clone我们的仓库。在命令行使用Git请参见Git安装和新建分支等文章。

    If you’d prefer not to use Git, you can get the source with the ‘Download ZIP’ button on the right. The built-in Windows zip utility will mark the contents of zip files
    downloaded from the Internet as unsafe to execute, so right-click the zip file and select ‘Properties…’ and ‘Unblock’ before decompressing it. Third-party zip utilities don’t normally do this.
    如果你不喜欢使用Git,你可以从右侧的’Download ZIP’按钮下载源码。Windows内置的zip程序将会标记zip文件的内容。执行从Internet下载的文件并不安全,所以在你解压前,建议右键zip文件并选择’属性’ 然后’解锁’。第三方zip程序通常不需要这么做。

  2. Install Visual Studio 2015.
    安装Visual Studio 2015

    All desktop editions of Visual Studio 2015 can build UE4, including Visual Studio Community 2015, which is free for small teams and individual developers.
    Be sure to include C++ support as part of the install, which is disabled by default.
    所有Visual Studio 2015的桌面版都可以编译UE4,包括Visual Studio Community 2015,小型团队和独立开发者可以免费使用该版本。
    在安装时请确保添加C++的支持,默认是不支持的。

  3. Open your source folder in Explorer and run Setup.bat.
    This will download binary content for the engine, as well as installing prerequisites and setting up Unreal file associations.
    On Windows 8, a warning from SmartScreen may appear. Click “More info”, then “Run anyway” to continue.
    打开源码文件夹并运行Setup.bat。这将会下载引擎的二进制内容,同时会安装依赖的文件并且设置Unreal文件关联。
    在Windows 8,可能会一个警告从小窗口弹出来,点击“更多信息”,然后点击“无论如何都运行”并继续。

    A clean download of the engine binaries is currently 3-4gb, which may take some time to complete.
    Subsequent checkouts only require incremental downloads and will be much quicker.
    目前下载的纯净的引擎源码大概3-4gb,将会花一些时间来完善它。随后的文件校验将会随着下载进行,这将会加快下载速度。

  4. Run GenerateProjectFiles.bat to create project files for the engine. It should take less than a minute to complete.
    运行GenerateProjectFiles.bat来创建项目文件,这不会超过1分钟。

  5. Load the project into Visual Studio by double-clicking on the UE4.sln file. Set your solution configuration to Development Editor and your solution
    platform to Win64, then right click on the UE4 target and select Build. It may take anywhere between 10 and 40 minutes to finish compiling, depending on your system specs.
    通过双击UE4.sln加载项目到Visual Studio。设置你的方案配置为Development Editor,目标平台为Win64,然后右键UE4项目,选择编译。这会花费10-40分钟,取决于你的系统配置。

  6. After compiling finishes, you can load the editor from Visual Studio by setting your startup project to UE4 and pressing F5 to debug.
    完成编译后,你可以通过设置启动项目为UE4来启动编辑器,F5调试。

Mac

  1. Install GitHub for Mac then fork and clone our repository.
    To use Git from the Terminal, see the Setting up Git and Fork a Repo articles.
    If you’d rather not use Git, use the ‘Download ZIP’ button on the right to get the source directly.
    安装 GitHub for Mac 然后新建分支并clone我们的仓库。在命令行使用Git请参见Git安装和新建分支等文章。如果你不喜欢使用Git,可以从右侧的‘Download ZIP’按钮直接下载源码。

  2. Install the latest version of Xcode.
    安装最新版的Xcode

  3. Open your source folder in Finder and double-click on Setup.command to download binary content for the engine. You can close the Terminal window afterwards.
    打开源码所在的文件夹,双击Setup.command下载引擎相关的二进制内容,然后你可以关闭终端。

    If you downloaded the source as a .zip file, you may see a warning about it being from an unidentified developer (because .zip files on GitHub aren’t digitally signed).
    To work around it, right-click on Setup.command, select Open, then click the Open button.
    如果你下载的是zip文件,你可能会看到关于来自身份不明开发商的警告(因为GitHub的zip文件没有经过数字签名)

  4. In the same folder, double-click GenerateProjectFiles.command. It should take less than a minute to complete.
    在该目录下,双击GenerateProjectFiles.command。执行完成应该不会超过一分钟。

  5. Load the project into Xcode by double-clicking on the UE4.xcworkspace file. Select the ShaderCompileWorker for My Mac target in the title bar,
    then select the ‘Product > Build’ menu item. When Xcode finishes building, do the same for the UE4 for My Mac target. Compiling may take anywhere between 15 and 40 minutes, depending on your system specs.
    双击UE4.xcworkspace加载项目到Xcode,在标题栏选择ShaderCompileWorker为My Mac。
    然后选择 ‘产品 > 编译’ 菜单项。当Xcode完成编译,同样选择UE4为 ‘My Mac’

  6. After compiling finishes, select the ‘Product > Run’ menu item to load the editor.
    完成编译后,选择’产品 > 运行’启动编辑器。

Linux

  1. Set up Git and fork our repository.
    If you’d prefer not to use Git, use the ‘Download ZIP’ button on the right to get the source as a zip file.
    安装Git并fork我们的仓库。如果你不喜欢使用Git,可以从右侧的‘Download ZIP’按钮直接下载源码。

  2. Open your source folder and run Setup.sh to download binary content for the engine.
    打开源码所在文件夹并运行Setup.sh下载引擎相关的二进制内容。

  3. Both cross-compiling and native builds are supported.
    同时支持跨平台编译和本地编译。

    Cross-compiling is handy when you are a Windows (Mac support planned too) developer who wants to package your game for Linux with minimal hassle, and it requires a cross-compiler toolchain to be installed (see the Linux cross-compiling page on the wiki).
    如果你是Windows开发者(Mac也即将支持),并且想快捷打包可在linux运行的游戏的话,跨平台编译是非常方便的,它需要安装跨平台编译工具链(参见Linux cross-compiling page on the wiki)。

    Native compilation is discussed in a separate README and community wiki page.
    本地编译的方法位于单独的README文件和community wiki page中。

Additional target platforms

其它的目标平台

Android support will be downloaded by the setup script if you have the Android NDK installed. See the Android getting started guide.
如果你安装了Android NDK,Android平台的支持将会通过安装脚本下载,参见Android入门指南。

iOS programming requires a Mac. Instructions are in the iOS getting started guide.
iOS编程需要一台Mac。相关的步骤在iOS入门指南里面。

HTML5 support will be downloaded by the setup script if you have Emscripten installed. Please see the HTML5 getting started guide.
如果你安装了Emscripten,HTML5的支持将会通过安装脚本下载。请参见HTML5入门指南。

Playstation 4 or XboxOne development require additional files that can only be provided after your registered developer status is confirmed by Sony or Microsoft. See the announcement blog post for more information.
Playstation 4 或者 XboxOne 的开发需要额外的文件,只有当Sony或者微软确认你的开发者身份后才能被下载。更多信息请参见博客上传声明。

Licensing and Contributions

许可和贡献

Your access to and use of Unreal Engine on GitHub is governed by the Unreal Engine End User License Agreement. If you don’t agree to those terms, as amended from time to time, you are not permitted to access or use Unreal Engine.
在GitHub获取Unreal Engine以及使用表明你接受Unreal Engine最终用户许可协议。如果不同意这些条款,当你偶然修改了源码后,将不被允许获取和使用Unreal Engine。

We welcome any contributions to Unreal Engine development through pull requests on GitHub. Most of our active development is in the master branch, so we prefer to take pull requests there (particularly for new features). We try to make sure that all new code adheres to the Epic coding standards. All contributions are governed by the terms of the EULA.
我们欢迎任何提交pull请求,为Unreal Engine的开发作出贡献。我们大多数活跃的开发工作都在主分支,所以我们更乐意在这里接受你的pull请求(特别是新特性)。我们努力确保所有的新代码都遵循Epic编程标准。所有的贡献受EULA团队管辖。

Additional Notes

注意事项

The first time you start the editor from a fresh source build, you may experience long load times.
The engine is optimizing content for your platform to the derived data cache, and it should only happen once.
当你第一次运行编译自干净源码的编辑器时,你可能经历较长的加载时间

Your private forks of the Unreal Engine code are associated with your GitHub account permissions.
If you unsubscribe or switch GitHub user names, you’ll need to re-fork and upload your changes from a local copy.
你的Unreal Engine私人分支已经和你的GitHub账户的权限相关联。如果你取消关联或者切换了GitHub的用户名,你将需要重新建立分支并且从你的本地备份上传你的更改。

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