Can UE4Project and Editor be built from Sublime Text 3?

I wanna do following list with Code Editor “Sublime Text 3”.

  1. To edit UE4’s engine source code and built it.
  2. To do coding C++ file for my projects.
  3. To convert from blueprints to C++ files and edit it for programming.

How can I do these things?

On 1 and 2, it is “yes and no” anwser,

YES you can use any IDE that supports custom build commands, as you can use those commands:

X:\UnrealEngine\Engine\Build\BatchFiles\Build.bat ProjectNameEditor Win64 Development "X:\Path\To\Projects\ProjectName.uproject" -waitmutex

X:\UnrealEngine\Engine\Build\BatchFiles\Rebuild.bat ProjectNameEditor Win64 Development "X:\Path\To\Projects\ProjectName.uproject" -waitmutex

X:\UnrealEngine\Engine\Build\BatchFiles\Clean.bat ProjectNameEditor Win64 Development "X:\Path\To\Projects\ProjectName.uproject" 

Swap ProjectName with project name you can also change Devlopment to Debug if you want. Removing “Editor” will cause build of game only code. You can use those arguments direcly in UnrealBuildTool.exe direcly also you can build only specific modules with -module argument, i dont knwo if you find any docs for it if not explorre it code.

using “UE4Editor” insed of “ProjectNameEditor” will build the engine, but if you use engine from source, enigne building will be added to your project build ruitne so you dont need to make seperate command for project and for engine, engine will build together with your project, also clean so watchout for using rebuild as it will rebuild the engine

For auto-complete support you need to look up in settings and direct it to engine source directory, never used “Sublime Text 3” so not sure how to do this there but i made it work in CodeLite.

NO you can not make editor cooperate with IDE without a plug in (Open code in editor buttons and such) without proper plug in, also you can’t generate project files without modifying UBT (or else something changed and you can do that in plugin), you need to need to do it manually. You will also still need to install VS (or Xcode if you use Mac or clang in Linux) for compiler, the commands i give you above will make UBT a UE4 tool use VS comitler to build code,

As for 3, no it not possible also in VS or Xcode. There is blueprint nativization, but it only happening during packaging and so dynamic (possibility of name change) that it’s hard to use in a code anyway.

1 Like

Thanks for your answer.
I use VS 2015 community and found Sublime Text 3’s extension for UE4.
But to use it, it need to Src Folder. But I can’t find.
For a while I use VS Anyway.

That works for me. I am actually putting the commands in their own bats and passing project paths:

// sublime-project
	"build_systems":
	[
		{
			"cmd": "BuildStairlessTowerEditor.bat \"${project_path}\"",
			"name": "Build Win64 Development (wait mutex)",
			"working_dir": "${project_path}"
		},
		{
			"cmd": "RebuildStairlessTowerEditor.bat \"${project_path}\"",
			"name": "Rebuild Win64 Development (wait mutex)",
			"working_dir": "${project_path}"
		},
		{
			"cmd": "CleanStairlessTowerEditor.bat \"${project_path}\"",
			"name": "Clean Win64 Development (wait mutex)",
			"working_dir": "${project_path}"
		}
	],

// BuildProjectNameEditor.bat
call "X:\...\Epic Games\UE_4.18\Engine\Build\BatchFiles\Build.bat" StairlessTowerEditor Win64 Development Editor "%~1\StairlessTower.uproject" -waitmutex
// do the same with Clean and Rebuild

You can go further by passing the build configuration as parameter in “cmd”, and even the strings “Build”, “Clean” or “Rebuild”, and using them with %~2, %~3