Merge pull request #5 from amzn-changml/UpdateReadme
Added build instructions, including 3p
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@@ -45,9 +45,66 @@ Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.
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If you have the Git credential manager core installed, you should not be prompted for your credentials anymore.
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## Building the Engine
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### Build Requirements and redistributables
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* Visual Studio 2019 16.9.2 (All versions supported, including Community): [https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
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* Install the following workloads:
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* Game Development with C++
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* MSVC v142 - VS 2019 C++ x64/x86
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* Visual C++ redistributable: [https://visualstudio.microsoft.com/downloads/#other-family](https://visualstudio.microsoft.com/downloads/#other-family)
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* FBXSDK for VS2015: [https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2](https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2)
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* WWise - 2019.2.8.7432: [https://www.audiokinetic.com/download/](https://www.audiokinetic.com/download/)
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* CMake 3.19.1: [https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi](https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi)
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### Build Steps
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1. Download the 3rdParty zip file from here: **[https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip](https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip)**
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2. Unzip this file into a writable folder. This will also act as a cache location for the 3rdParty downloader by default (configurable with the `LY_PACKAGE_DOWNLOAD_CACHE_LOCATION` environment variable)
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3. Install the following redistributables to the following:
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- Visual Studio and VC++ redistributable can be installed to any location
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- FBXSDK should be installed to `<3rdParty path>\FbxSdk\2016.1.2-az.1`. See the README in this folder for details
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- WWise should be installed to: `<3rdParty Path>\Wwise\2019.2.8.7432`
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- CMake should be installed to: `<3rdParty Path>\CMake\3.19.1`
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4. Add the following environment variables through the command line
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```
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set LY_3RDPARTY_PATH=<Location of the unzipped 3rdParty zip>
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set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net"
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```
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5. Configure the source into a solution using this command line, replacing <your build location> to a path you've created
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```
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cmake -B <your build location> -S <source-dir> -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting -DLY_MONOLITHIC_GAME=1
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```
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6. Alternatively, you can do this through the CMake GUI:
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1. Start `cmake-gui.exe`
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2. Select the local path of the repo under "Where is the source code"
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3. Select a path where to build binaries under "Where to build the binaries"
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4. Click "Configure"
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5. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH`, `LY_PACKAGE_SERVER_URLS`, and `LY_PROJECTS`
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6. Click "Generate"
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7. The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:
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```
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cmake --build <your build location> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m
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```
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8. This will compile after some time and binaries will be available in the build path you've specified
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### Setting up new projects
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1. Setup new projects using this command
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```
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<Repo path>\scripts\o3de.bat create-project --project-path <New project path>
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```
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2. Once you're ready to build the project, run the same set of commands to configure and build:
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```
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cmake -B <your build location> -S <source-dir> -G "Visual Studio 16 2019" -DLY_3RDPARTY_PATH=%LY_3RDPARTY_PATH% -DLY_PROJECTS=<New project name> -DLY_MONOLITHIC_GAME=1
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cmake --build <your build location> --target <New Project Name> --config profile -- /m
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```
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## License
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For terms please see the LICENSE*.TXT file at the root of this distribution.
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For terms please see the LICENSE*.TXT file at the root of this distribution.
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