How to work in team on C++/BP project?

We just realized that one feature of our game cannot be handle by BP for sure (file system access), so I am followed the tutorial and added C++ code to the existing project. Everything compiles and works just fine so I’ve pushed content of Source folder together with created SLN file to our Git repo.

However when my designer friend tries to open the project, he gets message “Game could not be compiled. Try rebuilding from source manually”. Is it actually possible to avoid any compilation on his side? Is it enough to just push Binaries folder as well or is it more trickier then that? He is running on same OS as me (Win 10 x64).

You shouldn’t push your sln, binaries and the ProjectName.VC.db files, they are generated by UE4 (add those files to the gitignore file). When your friend opens the project and gets the “Game could not be compiled. Try rebuilding from source manually” message he should right click on the ProjectName.uproject file and click “Generate Visual Studio project files” then ue4 will generate a sln file that he will then open with Visual Studio and build the solution by clicking Build → Build Solution. VS will then build the project, after it’s done he will be able to open the project with UE4.

My english is not that good so if you didn’t understand something just ask me :slight_smile:

I understand you well, but you did not understand me :slight_smile: I kinda want to protect the friend of the compilation or VS installation. He is designer guy and he doesn’t care about deep programming. I already tried to send him Binaries, but that did not help him.

I think you aren’t going to be able to do this… I’ve had the exact same problem and the only way I found was for my friend to install VS and build the project from VS. It’s only needed to do this once and then whenever he pulls the project from your Git repo he will be able to compile it from within UE4.

I see, I was kinda expecting that. I am wondering if making it as plugin could be a way to go. I am not going to build any big amount of logic in C++. I assume plugin can be distributed in binary form without recompilation… Thanks anyway