* LYN-2537 Moved the Engine and Editor folder to be within the EngineAssets folder * Fixed Documentation in bootstrap.cfg to correct the path to the user project specific registry file * Adding a newline to the output of AssetCatalog 'Registering asset..., but type is not set' message * Updating the AssetProcessorPlatformConfig.setreg Scan Folder to detect the @ENGINEROOT@/EngineAssets/Engine path for engine runtime assets and @ENGINEROOT@/EngineAssets/Editor path for engine tool assets * Updating references to Icons and other assets to account for moving the Engine and Editor folder under a single EngineAssets folder * Moving the Engine Settings Registry folder from Engine/Registry -> Registry * Removed the LY_PROJECT_CMAKE_PATH define as it is not portable to other locations. It is hard coded to the project location that was used for the CMake configuration. Furthermore it paths with backslashes within it are treated as escape characters and not a path separator * Updated the LyTestTools asset_processor.py script to copy the exclude.filetag from the EngineAssets/Engine directory now * Fixed Atom Shader Preprocessing when running using an External Project * Updated the TSGenerateAction.cpp to fix the build error with using a renamed variable * Updated the Install_Common.cmake ly_setup_others function to install the EngineAssets directory and the each of the Gem's Assets directory while maintaining the relative directory structure to the Engine Root Also updated the install step to install the Registry folder at the engine root * Fixed the copying of the Registry folder to be in the install root, instead of under a second 'Registry' folder * Moving the AssetProcessorPlatformConfig.setreg file over to the Registry folder * Updated the LyTestTools and C++ code to point that the new location of the AssetProcessorPlatformConfig.setreg file inside of the Registry folder * Renamed Test AssetProcessor*Config.ini files to have the .setreg extension * Converted the AssetProcessor test setreg files from ini format to json format using the SerializeContextTools convert-ini command * Updated the AssetProcessor CMakeLists.txt to copy over the test setreg files to the build folder * Updated the assetprocessor test file list to point at the renamed AsssetProcessor*Config setreg filenames * Removed the Output Prefix code from the AssetProcessor. The complexity that it brought to the AP code is not needed, as users can replicate the behavior by just moving there assets underneath a another folder, underneath the scan folder * Adding back support to read the AssetProcessorPlatformConfig.setreg file from the asset root. This is only needed for C++ UnitTests as they run in an environment where the accessing the Engine Settings Registry is not available * Updating the Install_common.cmake logic to copy any "Assets" folder to the install layout. The Script has also been updated to copy over the "Assets" folder in the Engine Root to the install layout instead of an "EngineAssets" folder * Updating References to EngineAssets source asset folder in code to be the Assets source folder * Moved the Engine Source Asset folder of 'EngineAssets' to a new folder name of 'Assets'. This is inline with the naming scheme we use for Gem asset folders * Adding the EngineFinder.cmake to the AutomatedTesting project to allow it to work in a project centric manner * Updating the LyTestTools copy_assets_to_project function to be able to copy assets with folders to the temporary project root Fixed an issue in LyTestTools where the temporary log directory could have shutil.rmtree being called twice on it leading to an exception which fails an automated test Updated the asset_procesor_gui_tests_2 AddScanFolder test to not use the output prefix, but instead place the source asset root into a subdirectory * Correct the AssetProcessorPlatformConfig Scan Folders for the EngineAssets directory to point at the Assets directory * Updated the asset procesor batch dependency test scan folder to point at the 'Assets' folder instead of 'EngineAssets'
Project Spectra Private Preview
Confidentiality; Pre-Release Access
Welcome to the Project Spectra Private Preview. This is a confidential pre-release project; your use is subject to the nondisclosure agreement between you (or your organization) and Amazon. Do not disclose the existence of this project, your participation in it, or any of the materials provided, to any unauthorized third party. To request access for a third party, please contact Royal O'Brien, obriroya@amazon.com.
Download and Install
This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
Create a Git Personal Access Token
You will need your personal access token credentials to authenticate when you clone the repository.
Create a personal access token with the 'repo' scope.
(Recommended) Verify you have a credential manager installed to store your credentials
Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request.
It is highly recommended you check that you have a credential manager installed and configured
Clone the repository
> git clone https://github.com/aws/o3de.git
Cloning into 'o3de'...
# initial prompt for credentials to download the repository code
# enter your Github username and personal access token
remote: Counting objects: 29619, done.
Receiving objects: 100% (29619/29619), 40.50 MiB | 881.00 KiB/s, done.
Resolving deltas: 100% (8829/8829), done.
Updating files: 100% (27037/27037), done.
# second prompt for credentials when downloading LFS files
# enter your Github username and personal access token
Filtering content: 100% (3853/3853), 621.43 MiB | 881.00 KiB/s, done.
If you have the Git credential manager core installed, you should not be prompted for your credentials anymore.
Building the Engine
Build Requirements and redistributables
- Visual Studio 2019 16.9.2 (All versions supported, including Community): https://visualstudio.microsoft.com/downloads/
- Install the following workloads:
- Game Development with C++
- MSVC v142 - VS 2019 C++ x64/x86
- Install the following workloads:
- Visual C++ redistributable: https://visualstudio.microsoft.com/downloads/#other-family
- FBXSDK for VS2015: https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2
- WWise - 2019.2.8.7432: https://www.audiokinetic.com/download/
- CMake 3.19.1: https://cmake.org/files/LatestRelease/cmake-3.19.1-win64-x64.msi
Build Steps
-
Download the 3rdParty zip file from here: https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev13.zip
-
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_LOCATIONenvironment variable) -
Install the following redistributables to the following:
- Visual Studio and VC++ redistributable can be installed to any location
- FBXSDK should be installed to
<3rdParty path>\FbxSdk\2016.1.2-az.1. See the README in this folder for details - WWise should be installed to:
<3rdParty Path>\Wwise\2019.2.8.7432 - CMake should be installed to:
<3rdParty Path>\CMake\3.19.1
-
Add the following environment variables through the command line
set LY_3RDPARTY_PATH=<Location of the unzipped 3rdParty zip> set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net" -
Configure the source into a solution using this command line, replacing to a path you've created
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 -
Alternatively, you can do this through the CMake GUI:
- Start
cmake-gui.exe - Select the local path of the repo under "Where is the source code"
- Select a path where to build binaries under "Where to build the binaries"
- Click "Configure"
- Wait for the key values to populate. Fill in the fields that are relevant, including
LY_3RDPARTY_PATH,LY_PACKAGE_SERVER_URLS, andLY_PROJECTS - Click "Generate"
- Start
-
The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo:
cmake --build <your build location> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m -
This will compile after some time and binaries will be available in the build path you've specified
Setting up new projects
- Setup new projects using this command
<Repo path>\scripts\o3de.bat create-project --project-path <New project path> - Once you're ready to build the project, run the same set of commands to configure and build:
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 cmake --build <your build location> --target <New Project Name> --config profile -- /m
License
For terms please see the LICENSE*.TXT file at the root of this distribution.