amzn-mike fc75dd5fda Fix python fbx tests (#2171)
* Update fbx test dbgsg files

Remove rc products from fbx test expected output
Update warning counts for 2 of the tests - these are due to missing material properties
Add SkipAtomOutput setting to disable atom material and mesh processing in scene as these pull in a lot of external dependencies to Process
Removed BlendShapeData and MeshData debug output of positions/normals/faces
Updated ManifestImportRequestHandler to remove warning about Joining 2 absolute paths
Updated AssImpMaterialImporter to use new GenerateRelativeSourcePath API to fix issue where relative path generation failed with tmp project directories

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add comment for setting

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Add override dbgsg file to python test

The mesh optimizer specifically avoids creating optimized nodes for nodes that are not selected, resulting in a different scene graph that requires a different dbgsg file to compare with

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>

* Replace hardcoded passing of specific registry setting to instead pass all registry settings to AssetBuilder

Signed-off-by: amzn-mike <80125227+amzn-mike@users.noreply.github.com>
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Open 3D Engine

Open 3D Engine (O3DE) is an open-source, real-time, multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.

Contribute

For information about contributing to Open 3D Engine, visit https://o3de.org/docs/contributing/

Download and Install

This repository uses Git LFS for storing large binary files.

Verify you have Git LFS installed by running the following command to print the version number.

git lfs --version 

If Git LFS is not installed, download and run the installer from: https://git-lfs.github.com/.

Install Git LFS hooks

git lfs install

Clone the repository

git clone https://github.com/o3de/o3de.git

Building the Engine

Build Requirements and redistributables

Windows

Optional

  • Wwise - 2021.1.1.7601 minimum: https://www.audiokinetic.com/download/
    • Note: This requires registration and installation of a client application to download
    • Make sure to select the SDK(C++) component during installation of Wwise
    • You will also need to set an environment variable: set LY_WWISE_INSTALL_PATH=<path to Wwise version>
    • For example: set LY_WWISE_INSTALL_PATH="C:\Program Files (x86)\Audiokinetic\Wwise 2021.1.1.7601"

Quick Start Build Steps

  1. Create a writable folder to cache 3rd Party dependencies. You can also use this to store other redistributable SDKs.

  2. Install the following redistributables to the following:

    • Visual Studio and VC++ redistributable can be installed to any location
    • CMake can be installed to any location, as long as it's available in the system path
    • (Optional) Wwise can be installed anywhere, but you will need to set an environment variable for CMake to detect it: set LY_WWISE_INSTALL_PATH=<path to Wwise>
  3. Configure the source into a solution using this command line, replacing and <3rdParty cache path> to a path you've created:

    cmake -B <your build path> -S <your source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path> -DLY_UNITY_BUILD=ON -DLY_PROJECTS=AutomatedTesting 
    

    Note: Do not use trailing slashes for the <3rdParty cache path>

  4. Alternatively, you can do this through the CMake GUI:

    1. Start cmake-gui.exe
    2. Select the local path of the repo under "Where is the source code"
    3. Select a path where to build binaries under "Where to build the binaries"
    4. Click "Configure"
    5. Wait for the key values to populate. Fill in the fields that are relevant, including LY_3RDPARTY_PATH and LY_PROJECTS
    6. Click "Generate"
  5. 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 path> --target AutomatedTesting.GameLauncher AssetProcessor Editor --config profile -- /m
    
  6. This will compile after some time and binaries will be available in the build path you've specified

Setting up new projects

  1. While still within the repo folder, register the engine with this command:
    scripts\o3de.bat register --this-engine
    
  2. Setup new projects using the o3de create-project command.
    <Repo path>\scripts\o3de.bat create-project --project-path <your new project path>
    
  3. Register the engine to the project
    <Repo path>\scripts\o3de.bat register --project-path <New project path>
    
  4. Once you're ready to build the project, run the same set of commands to configure and build:
    cmake -B <your project build path> -S <your new project source path> -G "Visual Studio 16" -DLY_3RDPARTY_PATH=<3rdParty cache path>
    
    cmake --build <your project build path> --target <New Project Name>.GameLauncher --config profile -- /m
    

For a tutorial on project configuration, see Creating Projects Using the Command Line in the documentation.

License

For terms please see the LICENSE*.TXT file at the root of this distribution.

S
Description
Open 3D Engine (O3DE) is an Apache 2.0-licensed multi-platform 3D engine that enables developers and content creators to build AAA games, cinema-quality 3D worlds, and high-fidelity simulations without any fees or commercial obligations.
Readme 150 MiB
Languages
C++ 82.6%
Python 13.1%
CMake 1.5%
Roff 1.2%
Lua 0.5%
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