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Added step to c++ prerequisits to join @EpicGames organization for re…
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…po access.
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AceofShovels authored and Buckminsterfullerene02 committed Feb 7, 2024
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13 changes: 7 additions & 6 deletions docs/guides/creating-a-c++-mod.md
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Expand Up @@ -10,13 +10,14 @@ Part four will cover installation of the mod.
> The guide requires having a working C++ development environment with `cmake` and `git`, preferably similar to the one required to build UE4SS itself from sources.
## Part 1
1. Make an Epic account and link it to your GitHub account.
2. Make a directory somewhere on your computer, the name doesn't matter but I named mine `MyMods`.
3. Clone the RE-UE4SS repo so that you end up with `MyMods/RE-UE4SS`.
4. Open CMD and cd into `RE-UE4SS` and execute: `git submodule update --init --recursive`
5. Go back to the `MyMods` directory and create a new directory, this directory will contain your mod source files.
1. Make an Epic account and link it to your GitHub account
2. Check your email and accept the invitation to the @EpicGames GitHub organization for Unreal source access.
3. Make a directory somewhere on your computer, the name doesn't matter but I named mine `MyMods`.
4. Clone the RE-UE4SS repo so that you end up with `MyMods/RE-UE4SS`.
5. Open CMD and cd into `RE-UE4SS` and execute: `git submodule update --init --recursive`
6. Go back to the `MyMods` directory and create a new directory, this directory will contain your mod source files.
I named mine `MyAwesomeMod`.
6. Create a file called `CMakeLists.txt` inside `MyMods` and put this inside it:
7. Create a file called `CMakeLists.txt` inside `MyMods` and put this inside it:
```cmake
cmake_minimum_required(VERSION 3.18)
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