Custom Components: Building the Solution
Building
Once all the components are created, the solution must be built to create the dynamic-linked libraries (DLLs) that can be copied across to the correct folder. Nominal Editor will be able to load the DLLs from the Scripts/Mono
folder which is located inside the same folder as the C# solution file. Provided that the DLLs are there, the project will be able to load the custom C# classes that exist.
To rebuild the solution and to copy the source files, in the Visual Studio window, select Build
and then Rebuild Solution
. If the solution builds correctly with no issues, there should be a message at the bottom of the panel.
Note
The libraries will not copy across to the required folder to be accessed via Nominal Editor if there are any errors in the code. Warnings or information messages are not required to be removed but provide additional information on common tips to follow when coding in C#.
Checking the DLLs
To double-check that the DLLs have been loaded correctly, the folder Mono
inside of the Scripts
directory should have the loaded .dll, .pdb and .xml files of any project configuration that exists within the C# solution. If any changes have been made, the date modified should be updated to the current time as they should be copied across when rebuilt.
Warning
Any time any code has been changed inside of the C# solution, regardless of how small, the solution should be rebuilt. Unreal will not hot-compile any of the source code. Additionally, any time the source code has changed, Nominal Editor must be relaunched. Nominal Editor does not hot-compile code and will only load the code when it is first opened.