Skip to content

Conversation

JasonAtClockwork
Copy link
Contributor

@JasonAtClockwork JasonAtClockwork commented Sep 29, 2025

Description of Changes

Closes: https://github.com/clockworklabs/SpacetimeDBPrivate/issues/2073

  • Expanded on the Unreal tutorial to create the Blueprint version, this uses :::server-cpp and :::server-blueprint which might not work yet when deploying.
  • Updated the server side code to use signed integers as discussed for both Rust + C# server modules.

API and ABI breaking changes

None

Expected complexity level and risk

1 - Documentation update, does update the server side

Testing

  • Manually tested both Rust + C# modules
  • Ran through all images and steps

@JasonAtClockwork
Copy link
Contributor Author

The Unreal documentation has been updated but I need to fix up the Unity documentation to use signed integers as well as fix up the Blackholio demos all to use signed integers.

@JasonAtClockwork JasonAtClockwork self-assigned this Sep 29, 2025
@JasonAtClockwork JasonAtClockwork added documentation Improvements or additions to documentation backward-compatible labels Sep 29, 2025
…m/clockworklabs/SpacetimeDb into jlarabie/blackholio-blueprint

# Conflicts:
#	demo/Blackholio/client-unreal/Source/client_unreal/Private/ModuleBindings/SpacetimeDBClient.g.cpp
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/SpacetimeDBClient.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/CircleRecombineTimerType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/CircleType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/ConfigType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/ConsumeEntityTimerType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/EntityType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/FoodType.g.h
#	demo/Blackholio/client-unreal/Source/client_unreal/Public/ModuleBindings/Types/PlayerType.g.h
@JasonAtClockwork
Copy link
Contributor Author

Ready for review but not pushed to staging yet as we'll need to discuss the images and the new ::: setup I've used

@JasonAtClockwork JasonAtClockwork marked this pull request as ready for review October 2, 2025 00:13

### Create the GameManager Actor

:::server-cpp
Copy link
Contributor

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

The C++ and Blueprint documentation toggle all appear to use server-cpp and server-blueprint. This seems to imply the server either uses C++ or Blueprints to run, but contain instructions pertaining to the client. We likely want to change these to client-cpp and client-blueprint or possibly client-ucpp to indicate this is Unreal C++ and not general C++.

Copy link
Contributor Author

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

100% I'm actually working on this right now as I've got it running locally and :::server-rust is competing with :::server-cpp as an example. Even changing to :::client-cpp isn't working so I'm diagnosing now!

@rekhoff
Copy link
Contributor

rekhoff commented Oct 2, 2025

If we are creating a Blueprint project, should we still generate the project as a C++ as shown here

![Create Blank Project](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-01-create-project.png)
or should Blueprint be selected?
If we should still select C++ in the Project Defaults, we may want to have a note or something, so folks going down the Blueprint path, don't generate the project as a Blueprint project out of habit.

@JasonAtClockwork
Copy link
Contributor Author

JasonAtClockwork commented Oct 2, 2025

If we are creating a Blueprint project, should we still generate the project as a C++ as shown here

![Create Blank Project](https://tmp-unreal-engine-tutorial-images.nyc3.digitaloceanspaces.com/part-1-01-create-project.png)

or should Blueprint be selected?
If we should still select C++ in the Project Defaults, we may want to have a note or something, so folks going down the Blueprint path, don't generate the project as a Blueprint project out of habit.

Yes we will want all projects to start as C++, the reason is we're generating C++ code from the module into the project so might as well start them off on the right foot.

I'll make sure to get an extra note in there!

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
backward-compatible documentation Improvements or additions to documentation
Projects
None yet
Development

Successfully merging this pull request may close these issues.

2 participants