Getting Started: Exporting Custom Components
The Editor CSharp solution itself cannot be run as a console application as the libraries provided are only reference libraries used to create components for Nominal Editor. However, the custom code can be built and the dynamic-linked libraries (DLLs) can be exported to Nominal Editor.
Building the Solution
Within Visual Studio, the solution can be built by selecting Build
→ Rebuild Solution
. This will compile the project and alert the user of any errors in the source code. If there are compile errors, they may appear in the Error List
section of Visual Studio. Other IDEs will also have an option to rebuild the solution files.
Copying the Libraries
The solution is configured with a copy action to copy across the Editor.CSharp
project files to the Mono
folder inside the solution directory. This will copy the Editor.CSharp.dll
, Editor.CSharp.pdb
and Editor.CSharp.xml
files to this directory. Nominal Editor is configured to look in this directory for any additional libraries when loading the simulation project.
Every time a change is made to the C# code in the libraries, the solution must be recompiled to ensure the source code is updated. Additionally, if any other libraries are included (such as those from Nuget), they must be manually copied and added to this folder.
Note
Nominal Editor currently does not support hot-reloading. As such, each time the libraries are rebuilt, the Unreal project must be reopened to load the new DLL libraries.