在Visual Studio 2005中使用nFringe调试UDK [英] Debugging UDK using nFringe in Visual Studio 2005

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问题描述

这是一个相当小众的问题,所以我不希望得到巨大的回应...

This is a pretty niche question, so I am not expecting a huge response...

基本上,我通过遵循一些教程(即本教程)来学习如何使用UDK:

Basically, I am learning how to use the UDK by following some tutorials, namely this one:

http://forums.epicgames.com/showthread.php?p= 27043379#post27043379

到目前为止,一切进展顺利.我唯一真正遇到的麻烦就是使用此nFringe插件使所有内容在Visual Studio 2005中正常工作.长期以来,他们根本无法工作.我已经进入本教程的两,三章,并且设法使用Visual Studio编辑代码,但是我无法在VS中构建脚本.我必须去UDK Frontend来做到这一点.更糟糕的是,我只能在虚幻脚本中真正使用Log命令来调试任何东西.

So far everything is going pretty well. The only real hangup I've had is getting everything to work in Visual Studio 2005 using this nFringe plugin. For a long time, couldn't get them to work at all. I've gotten into two or three chapters of the tutorial, and I've managed to use Visual Studio to edit the code, but I can't build the scripts within VS; I have to go to UDK Frontend to do that. And worse still, I can only really use Log commands in the unrealscripts to debug anything.

所以我的问题是这样的:是否有可能以我可以在VS中放置断点并在测试游戏时捕获它们的方式配置这些工具?我感觉好像没有正确设置某些东西.

So my question is this: is it even possible to configure these tools in a way that I can put breakpoints in VS and have them be caught when I test the game? I feel as though I don't have something setup correctly.

推荐答案

我还尝试使用断点,但是我知道可以使用nfringe和visual studio进行构建.您需要在

I havnt tried using breakpoints yet but I know its possable to build with nfringe and visual studio . You need to add a line to the

udk game / config / udk engine .ini 

搜索

编辑包

完全一样,然后您会看到一个类似这样的块

exactly like that , then youll see a block like this

EditPackagesInPath = .... \ Development \ Src
EditPackages =核心
EditPackages =引擎
EditPackages = GFxUI
EditPackages = GameFramework
EditPackages =虚幻编辑器
EditPackages = GFxUIEditor
EditPackages = IpDrv
EditPackages =在线子系统PC
EditPackages = OnlineSubsystemGameSpy
EditPackages = OnlineSubsystemLive
EditPackages = OnlineSubsystemSteamworks

EditPackagesInPath=....\Development\Src
EditPackages=Core
EditPackages=Engine
EditPackages=GFxUI
EditPackages=GameFramework
EditPackages=UnrealEd
EditPackages=GFxUIEditor
EditPackages=IpDrv
EditPackages=OnlineSubsystemPC
EditPackages=OnlineSubsystemGameSpy
EditPackages=OnlineSubsystemLive
EditPackages=OnlineSubsystemSteamworks

然后添加自己的行,该行指向名为您想要的文件夹,但请确保其中有一个名为Classes的文件夹,并且您拥有要编辑的uc文件

then add your own line pointing to a folder named what ever you want but make sure it has a folder in it named Classes and it has the uc files you wnat to compile in it

ModEditPackages=MyTestProject

如果您使用了该行,那么您就可以知道udk,您有一个名为

if you used that line then you are tellign udk you have a folder named

MyTestProject

MyTestProject

位于您的development/src文件夹中,您希望它在其中编译所有内容

located in your development/src folder and you want it to compile everything in there

这篇关于在Visual Studio 2005中使用nFringe调试UDK的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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