Table of Contents

C#: Compiling for Unreal

💬 How do I compile my C# code for Unreal?


Once you finish writing your code in C#, we want to port this over to NominalForUnreal - an Unreal plugin that acts as the glue between your C# code and the 3D visualization of your modules in Unreal Blueprints!

To get started, all you need to do is make sure your C# library is compiled in the correct Output path - which is the path to your Unreal Project Plugins folder, followed by NominalForUnreal\Mono\lib\nominal\

The last step is to compile your C# libraries and you are ready to start your development with Unreal!

Untitled

💬 How do I set my Output path in Visual Studio?


If you Right-Click on your C# Library and then Left-Click on Properties, a new prompt like the image below will be displayed on your screen. If you Navigate to BuildOutput there will be an input field called Base output path:

Untitled

💬 How do I set my Output path in JetBrains Rider?


The setup should be similar to Visual Studio: Right-Click on your C# Library and then Left-Click on Properties. A new prompt is identical to the image below will be displayed on your screen. If you Navigate to ConfigurationsDebug | AnyCPUCompile there will be an input field called OutputPath:

Untitled