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!
💬 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 Build
→ Output
there will be an input field called Base output path
:
💬 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 Configurations
→ Debug | AnyCPU
→ Compile
there will be an input field called OutputPath
: