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Added the Blackholio Unreal Blueprint Tutorial #3313
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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. |
…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
Ready for review but not pushed to staging yet as we'll need to discuss the images and the new ::: setup I've used |
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### Create the GameManager Actor | ||
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:::server-cpp |
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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++.
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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!
If we are creating a Blueprint project, should we still generate the project as a C++ as shown here SpacetimeDB/docs/docs/unreal/part-1.md Line 44 in 5420d14
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! |
Description of Changes
Closes: https://github.com/clockworklabs/SpacetimeDBPrivate/issues/2073
API and ABI breaking changes
None
Expected complexity level and risk
1 - Documentation update, does update the server side
Testing