chore: commit untracked UE/scaffold files (repo cleanup triage 20260707)

Co-authored-by: Cursor <cursoragent@cursor.com>
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Dubai Metaverse Team
2026-07-07 03:43:19 -07:00
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# Creating Initial Level - CLI Preparation
## After Launching Editor
1. **Create New Level:**
- File > New Level
- Choose "Empty Level"
- Save as: `Content/Maps/MainLevel.umap`
2. **Enable World Partition:**
- World Settings > Enable World Partition
- Cell Size: 128m x 128m (default)
3. **Set as Default:**
- Edit > Project Settings > Game > Default Maps
- Set Game Default Map: `/Game/Maps/MainLevel`
- Set Editor Startup Map: `/Game/Maps/MainLevel`
## Level is now ready for blockout creation

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# Getting Started - Dubai Metaverse
## Welcome!
This guide will help you get started with the Dubai Metaverse project.
## Prerequisites Checklist
- [ ] **Git** installed
- [ ] **Git LFS** installed (for large files)
- [ ] **Python 3.8+** installed
- [ ] **Unreal Engine 5.4** (to be installed)
- [ ] **Epic Games Launcher** (for UE5)
## Quick Start (5 Minutes)
### 1. Verify Setup
```bash
# Run master setup to validate everything
./scripts/setup/master_setup.sh
```
### 2. Install Python Dependencies
```bash
pip install -r requirements.txt
```
### 3. Install Git LFS (if not installed)
```bash
# Linux
sudo apt install git-lfs
git lfs install
# macOS
brew install git-lfs
git lfs install
# Windows
# Download from: https://git-lfs.github.com
```
### 4. Verify Git Repository
```bash
git status
git log --oneline
```
## Next Steps
### Immediate (Can Do Now)
1. ✅ Review documentation
2. ✅ Run validation scripts
3. ✅ Check project structure
4. ✅ Review task lists
### After UE5 Installation
1. Install Unreal Engine 5.4 (see `docs/setup/UE5_INSTALLATION.md`)
2. Create `DubaiMetaverse` project
3. Copy config templates
4. Begin Phase 1, Week 2
## Key Files to Read First
1. **README.md** - Project overview
2. **docs/reference/COMMAND_REFERENCE.md** - Command reference (includes quick commands)
3. **PROGRESS_REPORTS/PROJECT_STATUS.md** - Current status and next steps
4. **docs/setup/NEXT_STEPS_AFTER_BUILD.md** - Complete next steps guide
5. **docs/setup/UE5_INSTALLATION.md** - UE5 installation guide
## Common Tasks
### View Project Status
```bash
cat PROGRESS_REPORTS/PROJECT_STATUS.md
```
### Run Validation
```bash
./scripts/validation/validate_project.sh
```
### Check Next Steps
```bash
cat PROGRESS_REPORTS/PROJECT_STATUS.md
```
### View Task List
```bash
cat TASKS/phase1_tasks.md
```
## Getting Help
- **Documentation**: See `docs/` directory
- **Command Reference**: `docs/reference/COMMAND_REFERENCE.md`
- **Command Reference**: `docs/reference/COMMAND_REFERENCE.md`
- **Troubleshooting**: Check relevant documentation files
## Project Structure
```
metaverseDubai/
├── README.md # Start here
├── docs/setup/GETTING_STARTED.md # This file
├── docs/reference/COMMAND_REFERENCE.md # Command reference
├── PROGRESS_REPORTS/PROJECT_STATUS.md # Current status and next steps
├── docs/ # Technical documentation
├── TASKS/ # Task breakdowns
├── scripts/ # Automation scripts
└── Content/ # UE5 content (after project creation)
```
## Success Indicators
You're ready when:
-`./scripts/master_setup.sh` runs without errors
-`./scripts/validation/validate_project.sh` passes
- ✅ All documentation files present
- ✅ Git repository initialized
- ✅ Python dependencies installed
---
**Ready to begin?** Follow [docs/setup/UE5_INSTALLATION.md](docs/setup/UE5_INSTALLATION.md) to install Unreal Engine 5.4!

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# Next Steps - Dubai Metaverse
## Current Status: ✅ Ready for Development
**Date**: 2024-11-21
**Phase**: Pre-Production Complete, UE5 Project Configured
## ✅ Completed
- ✅ UE5 Build: Complete (~150GB)
- ✅ UE5 Project: DubaiMetaverse.uproject created
- ✅ Project Settings: Configured (Nanite, Lumen, World Partition)
- ✅ Plugins: Configured (PCG, MRQ, VirtualProduction, etc.)
- ✅ Git LFS: Configured for UE5 files
- ✅ Scripts: 27 scripts ready
- ✅ Documentation: 118+ files complete
## 🎯 Immediate Next Actions
### 1. Launch Unreal Editor
```bash
./launch_editor.sh
```
**After Launch:**
- Editor will auto-generate project files
- Create initial level: File > New Level > Empty
- Save as: `Content/Maps/MainLevel.umap`
### 2. Configure in Editor
- Edit > Project Settings
- Verify Nanite, Lumen, World Partition enabled
- Edit > Plugins > Verify all plugins enabled
### 3. Begin Data Acquisition (Can Do Now)
```bash
cd data && ./acquire_osm_data.sh
```
Or manually:
```bash
python3 scripts/data/import_osm_data.py \
--output data/processed/dubai_marina_buildings.geojson \
--bounds "25.07,55.13,25.09,55.15"
```
## 📋 Phase 1, Week 2 Tasks
### Blockout Creation (After Editor Launch)
- [ ] Import OSM data to Unreal
- [ ] Generate terrain from elevation data
- [ ] Create building footprint meshes
- [ ] Place buildings in blockout level
- [ ] Create road network
- [ ] Add basic navigation paths
- [ ] Validate scale (1:1)
- [ ] Test navigation flow
### Asset Planning
- [ ] Analyze blockout and identify assets
- [ ] Create Tier 1 asset list (Hero: Cayan Tower)
- [ ] Create Tier 2 asset list (Primary buildings: 20-40)
- [ ] Create Tier 3 asset list (Background buildings)
- [ ] Document asset specifications
## 🔧 Verification Commands
```bash
# Verify project setup
./scripts/setup/verify_project_setup.sh
# Verify UE5 installation
./scripts/setup/verify_ue5_installation.sh
# Validate project
./scripts/validation/validate_project.sh
```
## 📚 Resources
- **Task Lists**: [TASKS/phase1_tasks.md](TASKS/phase1_tasks.md)
- **Project Plan**: [docs/planning/PROJECT_PLAN.md](docs/planning/PROJECT_PLAN.md)
- **Setup Guide**: [docs/setup/UE5_INSTALLATION.md](docs/setup/UE5_INSTALLATION.md)
- **Command Reference**: [docs/reference/QUICK_COMMANDS.md](docs/reference/QUICK_COMMANDS.md)
---
**See Also**: [PROGRESS_REPORTS/PROJECT_STATUS.md](PROGRESS_REPORTS/PROJECT_STATUS.md) for detailed status

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# Next Steps After UE5 Build Completes
## Overview
Complete guide for next steps once Unreal Engine 5.4.1 build is complete.
## Step 1: Verify Installation ✅ COMPLETE
**Status:** ✅ Installation verified (2025-11-21)
**Script:** `scripts/setup/verify_ue5_installation.sh`
```bash
cd ~/projects/metaverseDubai
./scripts/setup/verify_ue5_installation.sh
```
**What it checks:**
- UnrealEditor binary exists ✅
- Version is 5.4.x ✅
- Required plugins are present ✅
- Installation size ✅
**Current Status:**
- ✅ UnrealEditor binary found: `~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor`
- ✅ Installation size: 150GB
- ✅ Build completed: 2025-11-21 17:34:05
- ✅ Verification: Passed
## Step 2: Create Project 🎮 ✅ COMPLETE
**Status:** ✅ Project file created
**Script:** `scripts/setup/create_ue5_project.sh`
```bash
cd ~/projects/metaverseDubai
./scripts/setup/create_ue5_project.sh
```
**What it does:**
- Creates `DubaiMetaverse.uproject` file ✅
- Sets up Source directory (for C++ if needed) ✅
- Copies configuration files ✅
- Generates project files ✅
- Verifies Content directory structure ✅
**Current Status:**
- ✅ Project file exists: `DubaiMetaverse.uproject`
- ✅ Ready to launch in editor
**Next:** Launch editor and configure project settings
## Step 3: Configure Project Settings ⚙️
**After project creation:**
1. **Open Project Settings:**
- Edit > Project Settings
2. **Enable Required Features:**
- Rendering > Nanite: Enabled
- Rendering > Lumen: Enabled (Global Illumination and Reflections)
- World Settings > World Partition: Enabled
- Rendering > Virtual Shadow Maps: Enabled
3. **Configure World Partition:**
- World Settings > Enable World Partition
- Set cell size: 128m x 128m (default)
4. **Install Required Plugins:**
- Edit > Plugins
- Enable: ProceduralContentGeneration
- Enable: VirtualProduction
- Enable: MovieRenderQueue
- Enable: ModelingTools
- Enable: GeometryScript
5. **Restart Editor** (if prompted)
## Step 4: Import Geospatial Data 📍
### 4.1 Acquire OSM Data
**Script:** `data/acquire_osm_data.sh`
```bash
cd ~/projects/metaverseDubai/data
./acquire_osm_data.sh
```
**Or manually:**
```bash
python3 scripts/data/import_osm_data.py \
--output data/processed/dubai_marina_buildings.geojson \
--bounds "25.07,55.13,25.09,55.15"
```
**Expected output:**
- `data/osm/dubai_marina.osm` - Raw OSM data
- `data/processed/dubai_marina_buildings.geojson` - Processed GeoJSON
### 4.2 Process Elevation Data
**Script:** `scripts/data/gis_to_unreal.py`
```bash
# First, download elevation data from USGS EarthExplorer
# Then process:
python3 scripts/data/gis_to_unreal.py \
data/elevation/dubai_marina_dem.tif \
--output data/processed/terrain_heightmap.raw \
--resolution 2048
```
### 4.3 Import to Unreal
**Manual steps:**
1. Convert GeoJSON to FBX or use DataTable import
2. Import building footprints as static meshes
3. Import heightmap to Landscape tool
4. Create landscape from heightmap
## Step 5: Create Blockout Level 🏗️
**Script:** `scripts/setup/setup_blockout.sh` (guide)
**Manual steps:**
1. **Create Main Level:**
- File > New Level > Empty Level
- Save as: `Content/Maps/MainLevel`
2. **Enable World Partition:**
- World Settings > Enable World Partition
3. **Import Terrain:**
- Landscape tool > Import from File
- Select heightmap: `data/processed/terrain_heightmap.raw`
- Set scale: 100 units = 1 meter (1:1 scale)
4. **Place Building Footprints:**
- Import OSM building data
- Create simple box meshes for each building
- Place at correct locations
- Use gray materials
5. **Create Road Network:**
- Use OSM road data
- Create splines for roads
- Use Road Tool or spline meshes
6. **Add Navigation:**
- Place NavMeshBoundsVolume
- Build navigation mesh
7. **Validate Scale:**
- Verify 1:1 scale
- Check building heights
- Test player navigation
**See:** `docs/planning/BLOCKOUT_REVIEW.md` for detailed checklist
## Step 6: Begin Asset Production 🎨
### 6.1 Review Asset Requirements
**Files:**
- `docs/reference/ASSET_REVIEW_SUMMARY.md` - Asset tiers and requirements
- `docs/assets/ASSET_LIST.md` - Complete asset list
- `ASSET_TRACKING_TEMPLATE.csv` - Tracking template
### 6.2 Start with Hero Asset
**Cayan Tower (Tier 1):**
- Highest priority
- 8K textures, Nanite meshes
- See: `docs/reference/HERO_ASSET_SPECS.md`
### 6.3 Follow Workflows
**Workflow guides:**
- `docs/reference/WORKFLOW_REVIEW_SUMMARY.md` - Overview
- `docs/workflows/BUILDING_docs/PIPELINE.md` - Building creation
- `docs/workflows/TEXTURING_WORKFLOW.md` - Texturing
- `docs/workflows/PCG_WORKFLOW.md` - Procedural generation
## Quick Reference Commands
```bash
# Verify installation
./scripts/setup/verify_ue5_installation.sh
# Create project
./scripts/setup/create_ue5_project.sh
# Launch editor
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor \
~/projects/metaverseDubai/DubaiMetaverse.uproject
# Acquire OSM data
cd data && ./acquire_osm_data.sh
# Import OSM data
python3 scripts/data/import_osm_data.py \
--output data/processed/dubai_marina_buildings.geojson
# Process elevation data
python3 scripts/data/gis_to_unreal.py \
data/elevation/dem.tif \
--output data/processed/terrain_heightmap.raw
# Check build status
./scripts/monitoring/scripts/monitoring/ue5_build_monitor.sh
```
## Troubleshooting
### Build Not Complete
- Check: `./scripts/monitoring/scripts/monitoring/ue5_build_monitor.sh`
- View log: `tail -f ~/UnrealEngine/build.log`
- Expected time: 4-6+ hours
### Project Creation Fails
- Ensure UE5 build is complete
- Check UnrealEditor binary exists
- Verify project file permissions
### OSM Data Import Issues
- Check internet connection
- Verify bounding box coordinates
- Check Python dependencies: `pip install -r requirements.txt`
### Blockout Issues
- Verify scale is 1:1 (100 units = 1 meter)
- Check World Partition is enabled
- Ensure navigation mesh is built
## Documentation References
- **Installation:** `docs/setup/UE5_INSTALLATION.md`
- **Getting Started:** `docs/setup/GETTING_STARTED.md`
- **Project Settings:** `docs/setup/PROJECT_SETTINGS.md`
- **Blockout:** `docs/planning/BLOCKOUT_REVIEW.md`
- **Workflows:** `docs/reference/WORKFLOW_REVIEW_SUMMARY.md`
- **Assets:** `docs/reference/ASSET_REVIEW_SUMMARY.md`
---
**Status:** Ready for execution after build completes
**Estimated Time:** 2-4 hours for Steps 1-5
**Last Updated:** 2024-11-21

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# Tasks to Complete While UE5 Builds
While Unreal Engine 5.4.1 is building (4-6+ hours), here are tasks you can complete in parallel:
## ✅ Immediate Tasks (Can Do Now)
### 1. Project Structure Setup
**Create UE5 Project Directory Structure:**
```bash
cd ~/projects/metaverseDubai
mkdir -p Content/{Maps,Assets,Blueprints,Materials,Textures,Audio}
mkdir -p Content/Assets/{Buildings,Vehicles,Props,Characters,Landscape}
mkdir -p Content/Blueprints/{Gameplay,UI,Systems}
mkdir -p Content/Materials/{Master,MaterialInstances}
mkdir -p Source # For C++ code if needed later
```
**Verify structure:**
```bash
tree -L 3 Content/ -d
```
### 2. Configuration Files
**Create UE5 Project Configuration Templates:**
```bash
cd ~/projects/metaverseDubai/Config
# Create DefaultEngine.ini with optimized settings
cat > DefaultEngine.ini << 'EOF'
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/DubaiMetaverse")
+ActiveGameNameRedirects=(OldGameName="/Script/TP_Blank",NewGameName="/Script/DubaiMetaverse")
+ActiveClassRedirects=(OldClassName="TP_BlankGameModeBase",NewClassName="DubaiMetaverseGameModeBase")
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Maps/MainLevel
EditorStartupMap=/Game/Maps/MainLevel
GlobalDefaultGameMode=/Game/Blueprints/Gameplay/BP_DubaiMetaverseGameMode
[/Script/WindowsTargetPlatform.WindowsTargetSettings]
DefaultGraphicsRHI=Default
-D3D12TargetedShaderFormats=PCD3D_SM5
-D3D12TargetedShaderFormats=PCD3D_SM6
+TargetedRHIs=PCD3D_SM6
+TargetedRHIs=PCD3D_SM5
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.Bloom=True
r.DefaultFeature.MotionBlur=False
r.DefaultFeature.Lumen=True
r.Lumen.Enabled=True
r.Nanite.ProjectEnabled=True
r.VirtualShadowMaps.Enabled=True
r.Shadow.Virtual.Enable=1
[/Script/Engine.Engine]
+ActiveGameNameRedirects=(OldGameName="TP_Blank",NewGameName="/Script/DubaiMetaverse")
EOF
# Create DefaultGame.ini
cat > DefaultGame.ini << 'EOF'
[/Script/EngineSettings.GeneralProjectSettings]
ProjectID=A1B2C3D4E5F6G7H8I9J0K1L2M3N4O5P6
ProjectDisplayedTitle=Dubai Metaverse
ProjectVersion=0.1.0
CompanyName=Dubai Metaverse Team
CompanyDistinguishedName=CN=Dubai Metaverse
CopyrightNotice=Copyright (c) 2024
Description=High-End Interactive Demo District of Dubai
Homepage=
SupportContact=
ProjectDebugTitleInfo=Development Build
EOF
echo "✓ Configuration files created"
```
### 3. Git Repository Setup
**Initialize and configure Git (if not done):**
```bash
cd ~/projects/metaverseDubai
# Initialize if needed
if [ ! -d .git ]; then
git init
echo "✓ Git repository initialized"
fi
# Configure Git LFS
git lfs install
git lfs track "*.uasset"
git lfs track "*.umap"
git lfs track "*.png"
git lfs track "*.jpg"
git lfs track "*.tga"
git lfs track "*.fbx"
git lfs track "*.obj"
git lfs track "*.wav"
git lfs track "*.mp3"
# Create initial commit (if not done)
if [ -z "$(git log --oneline -1 2>/dev/null)" ]; then
git add .
git commit -m "Initial project setup - Pre-UE5 installation"
echo "✓ Initial commit created"
fi
```
### 4. Data Sources Preparation
**Research and prepare geospatial data:**
```bash
cd ~/projects/metaverseDubai/data
# Create data directory structure
mkdir -p {osm,elevation,processed,reference}
# Research OpenStreetMap data for Dubai Marina
# Coordinates: 25.0772° N, 55.1394° E
# Bounding box:
# Min: 25.07, 55.13
# Max: 25.09, 55.15
# Create data acquisition script
cat > acquire_osm_data.sh << 'EOF'
#!/bin/bash
# Download OpenStreetMap data for Dubai Marina
BOUNDS="25.07,55.13,25.09,55.15"
OUTPUT="osm/dubai_marina.osm"
echo "Downloading OSM data for Dubai Marina..."
echo "Bounds: $BOUNDS"
# Using Overpass API
curl -X POST \
-H "Content-Type: application/x-www-form-urlencoded" \
-d "data=[out:xml][bbox:$BOUNDS];(way[\"building\"];);out meta;" \
"https://overpass-api.de/api/interpreter" \
> "$OUTPUT"
echo "Data saved to: $OUTPUT"
EOF
chmod +x acquire_osm_data.sh
echo "✓ Data acquisition script created"
```
### 5. Script Testing and Validation
**Test existing scripts:**
```bash
cd ~/projects/metaverseDubai
# Test Python scripts syntax
for script in scripts/data/*.py; do
echo "Testing $script..."
python3 -m py_compile "$script" && echo "$script syntax OK"
done
# Test bash scripts syntax
for script in scripts/**/*.sh; do
echo "Testing $script..."
bash -n "$script" && echo "$script syntax OK"
done
# Run project validation
./scripts/validation/validate_project.sh
```
### 6. Documentation Review
**Review and update documentation:**
```bash
cd ~/projects/metaverseDubai
# Check for broken links
find . -name "*.md" -exec grep -l "\[.*\](.*)" {} \; | while read file; do
echo "Checking links in $file..."
# Add link validation here
done
# Review project plan
cat docs/planning/PROJECT_PLAN.md | head -50
# Review technical brief
cat docs/TECHNICAL_BRIEF.md | head -50
```
### 7. Asset Planning
**Review and prepare asset lists:**
```bash
cd ~/projects/metaverseDubai
# Review asset requirements
cat docs/assets/ASSET_LIST.md
# Create asset tracking spreadsheet/template
cat > ASSET_TRACKING_TEMPLATE.csv << 'EOF'
Asset Name,Tier,Category,Status,Assigned To,Start Date,Completion Date,Notes
SM_Hero_CayanTower_Main,1,Building,Not Started,,,,
SM_Building_Residential_01,2,Building,Not Started,,,,
SM_Vehicle_Car_01,2,Vehicle,Not Started,,,,
EOF
echo "✓ Asset tracking template created"
```
### 8. Blueprint Templates
**Create Blueprint naming and structure guide:**
```bash
cd ~/projects/metaverseDubai
# Create Blueprint organization guide
cat > docs/reference/BLUEPRINT_ORGANIZATION.md << 'EOF'
# Blueprint Organization Guide
## Naming Conventions
### Gameplay Blueprints
- `BP_PlayerController` - Player controller
- `BP_GameMode` - Game mode
- `BP_PlayerCharacter` - Player character
- `BP_InteractionBase` - Base interaction class
### System Blueprints
- `BP_WeatherSystem` - Weather management
- `BP_DayNightCycle` - Time of day system
- `BP_VehicleSpawner` - Vehicle spawning
- `BP_NPCSpawner` - NPC spawning
### UI Blueprints
- `WBP_MainMenu` - Main menu widget
- `WBP_HUD` - HUD widget
- `WBP_InteractionPrompt` - Interaction UI
## Folder Structure
```
Content/Blueprints/
├── Gameplay/
│ ├── Player/
│ ├── Interactions/
│ └── Systems/
├── UI/
│ ├── Menus/
│ └── HUD/
└── Systems/
├── Weather/
├── Time/
└── NPCs/
```
EOF
echo "✓ Blueprint organization guide created"
```
### 9. Material Library Planning
**Review material requirements:**
```bash
cd ~/projects/metaverseDubai
# Review material library documentation
cat docs/reference/MATERIAL_LIBRARY.md
# Create material instance naming guide
cat > TEMPLATES/material_naming_template.md << 'EOF'
# Material Naming Template
## Master Materials
- `M_Master_Architectural` - Base architectural material
- `M_Master_Glass` - Base glass material
- `M_Master_Metal` - Base metal material
- `M_Master_Concrete` - Base concrete material
## Material Instances
- `MI_Glass_Clear` - Clear glass instance
- `MI_Glass_Tinted` - Tinted glass instance
- `MI_Concrete_Modern` - Modern concrete
- `MI_Metal_Chrome` - Chrome metal
EOF
echo "✓ Material naming template created"
```
### 10. Development Environment Setup
**Set up development tools:**
```bash
# Install additional Python packages if needed
pip install -r requirements.txt
# Set up code editor configuration
# Create .vscode/settings.json for VS Code if using
mkdir -p .vscode
cat > .vscode/settings.json << 'EOF'
{
"files.associations": {
"*.uproject": "json",
"*.uplugin": "json"
},
"python.defaultInterpreterPath": "/usr/bin/python3"
}
EOF
echo "✓ Development environment configured"
```
## 📋 Planning Tasks
### 11. Review Project Plan
**Review 90-day roadmap:**
- Review Phase 1 tasks (Weeks 1-2)
- Review Phase 2 tasks (Weeks 3-5)
- Identify dependencies
- Plan resource allocation
### 12. Research and Reference Gathering
**Collect reference materials:**
- Dubai Marina reference images
- Cayan Tower architectural references
- Material reference photos
- Lighting reference (day/night)
- Vehicle reference images
**Create reference directory:**
```bash
mkdir -p Reference/{Images,Architecture,Lighting,Vehicles,Materials}
```
### 13. Workflow Preparation
**Review workflow documentation:**
- PCG workflow
- Texturing workflow
- Building pipeline
- Cinematic pipeline
**Prepare workflow checklists:**
```bash
# Create workflow checklists
for workflow in docs/workflows/*.md; do
echo "Reviewing: $workflow"
# Extract actionable items
done
```
## 🔧 Technical Preparation
### 14. Plugin Research
**Review required plugins:**
```bash
cat docs/setup/PLUGINS.md
# Research plugin versions compatible with UE5.4
# Note any special installation requirements
```
### 15. Performance Targets Review
**Review performance requirements:**
```bash
cat docs/optimization/PERFORMANCE_TARGETS.md
# Create performance monitoring plan
```
### 16. Testing Strategy
**Review testing checklist:**
```bash
cat docs/TESTING_CHECKLIST.md
# Prepare test cases for Phase 1
```
## 📝 Documentation Tasks
### 17. Update Project Status
**Update PROGRESS_REPORTS/PROJECT_STATUS.md with current progress:**
- Mark UE5 installation as "In Progress"
- Update next steps
- Document any issues encountered
### 18. Create Development Log
**Start development log:**
```bash
cat > PROGRESS_REPORTS/DEVELOPMENT_LOG.md << 'EOF'
# Development Log - Dubai Metaverse
## 2024-11-21
### UE5 Installation
- [x] Dependencies installed
- [x] Repository cloned (5.4.1)
- [x] Setup.sh completed
- [x] Project files generated
- [ ] Build in progress (4-6+ hours)
### Parallel Tasks Completed
- [ ] Project structure created
- [ ] Configuration files prepared
- [ ] Git repository configured
- [ ] Data sources researched
EOF
```
## 🎯 Quick Wins (30 minutes or less each)
1. **Create project README for UE5 project** (15 min)
2. **Set up .gitignore for UE5** (10 min)
3. **Create asset import checklist** (20 min)
4. **Review naming conventions** (15 min)
5. **Create quick reference card** (20 min)
6. **Set up project templates** (30 min)
## ⏱️ Estimated Time
- **Quick setup tasks:** 1-2 hours
- **Planning and review:** 2-3 hours
- **Documentation:** 1-2 hours
- **Research:** 1-2 hours
**Total:** 5-9 hours of productive work while build completes!
---
**Priority Order:**
1. Project structure setup
2. Configuration files
3. Git repository setup
4. Data sources preparation
5. Script testing
6. Documentation review
7. Asset planning
**Last Updated:** 2024-11-21

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# Plugins Guide - Dubai Metaverse
## Overview
This document lists all required and optional plugins for the Dubai Metaverse project, along with installation and configuration instructions.
## Required Plugins
### 1. Procedural Content Generation Framework
**Status**: Built-in (included with UE5.4)
**Purpose**: Procedural placement of buildings, props, vegetation, and other content.
**Installation**:
1. **Edit > Plugins**
2. Search for "Procedural Content Generation Framework"
3. Enable the plugin
4. Restart editor
**Configuration**:
- No additional configuration required
- Create PCG graphs in Content Browser
- See `docs/PCG_WORKFLOW.md` for usage
**Usage**:
- Building placement
- Road props (lamp posts, barriers)
- Vegetation placement
- Traffic generation
---
### 2. Virtual Production Tools
**Status**: Built-in (included with UE5.4)
**Purpose**: Cinematic tools, camera systems, and virtual production features.
**Installation**:
1. **Edit > Plugins**
2. Search for "Virtual Production Tools"
3. Enable the plugin
4. Restart editor
**Configuration**:
- No additional configuration required
- Use Sequencer for cinematics
- Use Cine Camera Actors for shots
**Usage**:
- Cinematic sequences
- Camera systems
- Virtual production workflows
---
### 3. Movie Render Queue
**Status**: Built-in (included with UE5.4)
**Purpose**: High-quality offline rendering for 8K cinematics.
**Installation**:
1. **Edit > Plugins**
2. Search for "Movie Render Queue"
3. Enable the plugin
4. Restart editor
**Configuration**:
1. **Window > Movie Render Queue**
2. Create render presets
3. Configure output settings (8K EXR, 4K MP4)
4. See `docs/CINEMATIC_docs/PIPELINE.md` for details
**Usage**:
- 8K EXR cinematic rendering
- 4K MP4 output
- Additional render passes (motion vectors, depth, normals)
---
## Optional Plugins
### 4. OpenXR
**Status**: Built-in (included with UE5.4)
**Purpose**: VR support for immersive exploration (optional).
**Installation**:
1. **Edit > Plugins**
2. Search for "OpenXR"
3. Enable the plugin
4. Restart editor
**Configuration**:
- Requires VR headset (Meta Quest, HTC Vive, etc.)
- Configure VR settings in project settings
- See `docs/VR_SETUP.md` for details
**Usage**:
- VR exploration mode
- Immersive experience
- Optional feature for demo
---
### 5. Houdini Engine
**Status**: External (requires Houdini installation)
**Purpose**: Import Houdini Digital Assets (HDAs) for procedural generation.
**Installation**:
1. Install Houdini (SideFX)
2. **Edit > Plugins**
3. Search for "Houdini Engine"
4. Enable the plugin
5. Configure Houdini installation path
6. Restart editor
**Configuration**:
- Set Houdini installation path in plugin settings
- Verify Houdini Engine version compatibility
- See `docs/HOUDINI_docs/PIPELINE.md` for workflow
**Usage**:
- Import Houdini HDAs
- Procedural building generation
- Road network generation
- Terrain sculpting
**Requirements**:
- Houdini installed on system
- Compatible Houdini version (check UE5.4 compatibility)
---
### 6. Datasmith
**Status**: Built-in (included with UE5.4)
**Purpose**: Import CAD and architectural data.
**Installation**:
1. **Edit > Plugins**
2. Search for "Datasmith"
3. Enable the plugin
4. Restart editor
**Configuration**:
- No additional configuration required
- Use Datasmith exporter from source software
- Import .udatasmith files
**Usage**:
- Import architectural CAD data
- Import building models from Revit, SketchUp, etc.
- Convert to Unreal format
---
## Third-Party Plugins (Optional)
### 7. Runtime Virtual Texturing
**Status**: Built-in (included with UE5.4)
**Purpose**: Virtual texturing for large worlds (optional optimization).
**Installation**:
1. **Edit > Plugins**
2. Search for "Runtime Virtual Texturing"
3. Enable the plugin
4. Restart editor
**Configuration**:
- Set up virtual texture volumes
- Configure texture streaming
- See Unreal documentation for details
**Usage**:
- Large world texture optimization
- Reduced memory usage
- Optional performance optimization
---
## Plugin Management
### Enabling/Disabling Plugins
1. **Edit > Plugins**
2. Search for plugin name
3. Check/uncheck to enable/disable
4. Restart editor if required
### Plugin Dependencies
Some plugins have dependencies:
- **Movie Render Queue** may require **Virtual Production Tools**
- **OpenXR** requires VR hardware
- **Houdini Engine** requires Houdini installation
### Plugin Updates
- Plugins are updated with engine updates
- Check Epic Games Launcher for engine updates
- Third-party plugins may require separate updates
## Validation
### Plugin Verification
After enabling plugins, verify:
1. **No Errors**: Check for plugin errors in Output Log
2. **Features Available**: Verify plugin features are accessible
3. **Performance**: Ensure plugins don't cause performance issues
4. **Compatibility**: Verify plugin compatibility with UE5.4
### Testing Plugins
1. **PCG**: Create a test PCG graph
2. **Movie Render Queue**: Test render a simple sequence
3. **Houdini Engine**: Import a test HDA (if using)
4. **OpenXR**: Test VR mode (if using)
## Troubleshooting
### Plugin Won't Enable
- **Solution**: Check plugin compatibility with UE5.4
- **Solution**: Verify plugin is not conflicting with other plugins
- **Solution**: Check for plugin updates
- **Solution**: Restart editor
### Plugin Causing Errors
- **Solution**: Check Output Log for error messages
- **Solution**: Disable plugin and re-enable
- **Solution**: Update plugin or engine version
- **Solution**: Check plugin documentation
### Plugin Not Working
- **Solution**: Verify plugin is properly installed
- **Solution**: Check plugin settings/configuration
- **Solution**: Review plugin documentation
- **Solution**: Check for known issues in plugin forums
## Plugin List Summary
### Required Plugins
| Plugin | Status | Purpose |
|--------|--------|---------|
| Procedural Content Generation Framework | Built-in | Procedural content placement |
| Virtual Production Tools | Built-in | Cinematic tools |
| Movie Render Queue | Built-in | 8K cinematic rendering |
### Optional Plugins
| Plugin | Status | Purpose |
|--------|--------|---------|
| OpenXR | Built-in | VR support |
| Houdini Engine | External | Houdini integration |
| Datasmith | Built-in | CAD import |
| Runtime Virtual Texturing | Built-in | Texture optimization |
---
**Version**: 1.0
**Last Updated**: 2024-11-21

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# Project Settings - Dubai Metaverse
## Overview
This document details all Unreal Engine 5.4 project settings required for the Dubai Metaverse project. These settings enable Nanite, Lumen, World Partition, and other critical features.
## Accessing Project Settings
**Path**: `Edit > Project Settings` in Unreal Editor
## Engine Settings
### Rendering
**Path**: `Engine > Rendering`
#### Global Illumination
- **Dynamic Global Illumination Method**: **Lumen**
- **Reflection Method**: **Lumen**
- **Lumen Global Illumination**: **Enabled**
- **Lumen Reflections**: **Enabled**
- **Hardware Ray Tracing**: **Optional** (enable if RTX GPU available)
#### Shadows
- **Dynamic Shadows**: **Enabled**
- **Virtual Shadow Maps**: **Enabled**
- **Shadow Map Method**: **Virtual Shadow Maps**
- **Shadow Filtering Method**: **PCF 1x1** (or higher quality if performance allows)
#### Nanite
- **Nanite**: **Enabled**
- **Nanite Project Enabled**: **True**
- **Nanite Show**: **Enabled** (for debugging)
#### Anti-Aliasing
- **Default RHI**: **DirectX 12** (Windows)
- **Anti-Aliasing Method**: **Temporal Anti-Aliasing (TAA)**
- **Temporal Upsampling**: **Enabled**
#### Post-Process
- **Bloom**: **Enabled**
- **Auto Exposure**: **Enabled**
- **Motion Blur**: **Enabled** (optional, for cinematics)
- **Depth of Field**: **Enabled** (for cinematics)
### World Settings
**Path**: `Engine > World Settings`
#### World Partition
- **Enable World Partition**: **Enabled**
- **World Partition Grid Size**: **128** (meters)
- **Loading Range**: **Optimized per cell** (see streaming setup)
- **Data Layers**: **Enabled**
#### Streaming
- **Level Streaming Method**: **World Partition**
- **One File Per Actor**: **Enabled** (recommended)
### Engine > General Settings
#### Performance
- **Use Less CPU When in Background**: **Enabled**
- **Use Less GPU When in Background**: **Enabled**
#### Rendering
- **Forward Shading**: **Disabled** (use deferred)
- **Mobile HDR**: **N/A** (desktop project)
## Platform Settings
### Windows
**Path**: `Platforms > Windows`
#### Target Settings
- **Default RHI**: **DirectX 12**
- **Default Graphics RHI**: **DirectX 12**
- **Ray Tracing**: **Enabled** (if RTX GPU)
#### Packaging
- **Build**: **Shipping** (for final builds)
- **Build Configuration**: **PPBC_Shipping**
- **Compressed**: **True**
## Project Settings
### Project
**Path**: `Project`
- **Project Name**: **Dubai Metaverse**
- **Company Name**: **[Your Company]**
- **Copyright Notice**: **[Copyright Info]**
- **Description**: **High-end interactive Dubai Metaverse demo district**
### Maps & Modes
**Path**: `Project > Maps & Modes`
- **Editor Startup Map**: **Maps/Main/MainLevel** (or your main level)
- **Game Default Map**: **Maps/Main/MainLevel**
- **Default Modes**: **Default** (or custom game mode)
### Engine > Rendering (Project-Specific)
#### Lumen
- **Lumen Scene Lighting Quality**: **Epic** (or lower if performance issues)
- **Lumen Scene Detail**: **High** (or lower if performance issues)
- **Lumen Reflections Quality**: **Epic** (or lower if performance issues)
#### Virtual Shadow Maps
- **Virtual Shadow Map Resolution**: **2048** (or higher if performance allows)
- **Virtual Shadow Map One Pass Projection**: **Enabled**
#### Nanite
- **Nanite Max Pixels Per Edge**: **4.0** (default)
- **Nanite Max Pixels Per Edge (Post Process)**: **4.0** (default)
## Console Variables
### Important Console Commands
Add these to `Config/DefaultEngine.ini` under `[SystemSettings]`:
```ini
[SystemSettings]
; Lumen Settings
r.Lumen.DiffuseIndirect.Allow=1
r.Lumen.Reflections.Allow=1
r.Lumen.ScreenProbeGather.ScreenSpaceBentNormal=1
; Nanite Settings
r.Nanite.ProjectEnabled=1
; Virtual Shadow Maps
r.Shadow.Virtual.Enable=1
r.Shadow.Virtual.OnePassProjection=1
; Performance
r.MotionBlurQuality=4
r.BloomQuality=4
```
## Configuration Files
### DefaultEngine.ini
**Location**: `Config/DefaultEngine.ini`
Key sections to configure:
```ini
[/Script/Engine.RendererSettings]
r.DefaultFeature.AutoExposure=False
r.DefaultFeature.Bloom=True
r.DefaultFeature.MotionBlur=True
r.DefaultFeature.LumenSupport=1
r.Nanite.ProjectEnabled=True
r.Shadow.Virtual.Enable=True
[/Script/Engine.WorldSettings]
bEnableWorldPartition=True
```
### DefaultGame.ini
**Location**: `Config/DefaultGame.ini`
```ini
[/Script/EngineSettings.GameMapsSettings]
GameDefaultMap=/Game/Maps/Main/MainLevel
EditorStartupMap=/Game/Maps/Main/MainLevel
```
## World Partition Configuration
### Cell Size
- **Default**: 128m x 128m
- **Adjustment**: Can be adjusted based on world size and performance
### Streaming Setup
1. **Create Data Layers**:
- Buildings
- Props
- Vegetation
- Lighting
- Vehicles
- NPCs
2. **Set Up Streaming Volumes**:
- Define loading/unloading distances
- Optimize per cell
3. **Configure Cell Loading**:
- Set loading range for each cell
- Test streaming performance
## Performance Settings
### Scalability Settings
**Path**: `Engine > Rendering > Scalability`
#### View Distance
- **Epic**: Maximum
- **High**: High
- **Medium**: Medium
- **Low**: Low
#### Anti-Aliasing Quality
- **Epic**: TAA High
- **High**: TAA
- **Medium**: FXAA
- **Low**: None
#### Shadow Quality
- **Epic**: Virtual Shadow Maps High
- **High**: Virtual Shadow Maps
- **Medium**: Cascaded Shadow Maps
- **Low**: Basic shadows
#### Post-Process Quality
- **Epic**: Maximum
- **High**: High
- **Medium**: Medium
- **Low**: Low
#### Texture Quality
- **Epic**: Maximum
- **High**: High
- **Medium**: Medium
- **Low**: Low
#### Effects Quality
- **Epic**: Maximum
- **High**: High
- **Medium**: Medium
- **Low**: Low
#### Foliage Quality
- **Epic**: Maximum
- **High**: High
- **Medium**: Medium
- **Low**: Low
## Validation Checklist
After configuring settings, verify:
- ✅ Nanite is enabled and working
- ✅ Lumen GI and Reflections are active
- ✅ Virtual Shadow Maps are enabled
- ✅ World Partition is enabled
- ✅ Project compiles without errors
- ✅ Performance is acceptable in test level
- ✅ All required plugins are enabled
## Performance Targets
### Frame Rate Targets
- **Development**: 30+ FPS in editor
- **Play**: 60-90 FPS in packaged build
- **Cinematic**: Offline rendering (no FPS target)
### Memory Targets
- **GPU Memory**: <12GB VRAM usage
- **System RAM**: <16GB usage
- **Streaming**: Optimized per World Partition cell
## Troubleshooting
### Settings Not Applying
- **Solution**: Restart editor after changing settings
- **Solution**: Verify settings in correct .ini file
- **Solution**: Check for conflicting settings
### Performance Issues
- **Solution**: Lower scalability settings
- **Solution**: Disable hardware ray tracing if not needed
- **Solution**: Reduce Lumen quality settings
- **Solution**: Optimize World Partition streaming
### Nanite/Lumen Not Working
- **Solution**: Verify GPU supports required features
- **Solution**: Check DirectX 12 is enabled
- **Solution**: Update GPU drivers
- **Solution**: Verify settings are enabled in project settings
---
**Version**: 1.0
**Last Updated**: 2024-11-21

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# Project Settings Configuration Status
## ✅ Configuration Complete
**Date**: 2025-11-22
**Status**: All project settings have been configured and verified
## Configured Settings
### ✅ Rendering Features
- **Nanite**: ✅ Enabled
- `r.Nanite.ProjectEnabled=True`
- Virtualized geometry system active
- **Lumen**: ✅ Enabled
- `r.Lumen.ProjectEnabled=True`
- Global Illumination: ✅ Enabled (`r.Lumen.DiffuseIndirect.Allow=1`)
- Reflections: ✅ Enabled (`r.Lumen.Reflections.Allow=1`)
- Screen Probe Gather: ✅ Enabled
- **Virtual Shadow Maps**: ✅ Enabled
- `r.Shadow.Virtual.Enable=1`
- One-Pass Projection: ✅ Enabled
### ✅ World Systems
- **World Partition**: ✅ Enabled
- `bEnableWorldPartition=True`
- Large world streaming system active
### ✅ Required Plugins
All required plugins are enabled in `DubaiMetaverse.uproject`:
-**ProceduralContentGeneration** - Procedural content placement
-**VirtualProduction** - Cinematic tools
-**MovieRenderQueue** - 8K cinematic rendering
-**ModelingTools** - 3D modeling tools
-**GeometryScript** - Geometry scripting
## Configuration Files
### DefaultEngine.ini
- **Location**: `Config/DefaultEngine.ini`
- **Status**: ✅ Configured
- **Last Updated**: 2025-11-22
- **Backup**: Created before configuration
### DefaultGame.ini
- **Location**: `Config/DefaultGame.ini`
- **Status**: ✅ Configured
- **Last Updated**: 2025-11-22
- **Backup**: Created before configuration
## Verification
Run verification script to check all settings:
```bash
./scripts/setup/verify_project_setup.sh
```
**Expected Output**: ✅ All checks pass
## Configuration Script
To reconfigure settings (if needed):
```bash
./scripts/setup/configure_project_settings.sh
```
This script will:
1. Backup existing configuration files
2. Configure DefaultEngine.ini with all required settings
3. Configure DefaultGame.ini
4. Verify plugins in project file
5. Validate all settings
## Next Steps
1. **Launch Editor**: Settings are pre-configured
```bash
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor \
~/projects/metaverseDubai/DubaiMetaverse.uproject
```
2. **Optional Verification in Editor**:
- Edit > Project Settings > Engine > Rendering
- Verify Nanite is enabled
- Verify Lumen (Global Illumination and Reflections) is enabled
- World Settings > Verify World Partition is enabled
- Edit > Plugins > Verify all required plugins are enabled
3. **Begin Development**:
- Create initial level
- Import geospatial data
- Start asset production
## Documentation
- **Full Settings Guide**: [PROJECT_SETTINGS.md](PROJECT_SETTINGS.md)
- **Plugins Guide**: [PLUGINS.md](PLUGINS.md)
- **Getting Started**: [GETTING_STARTED.md](GETTING_STARTED.md)
---
**Status**: ✅ Complete
**Last Updated**: 2025-11-22

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# Unreal Engine 5.4.1 Disk Space Optimization Guide
## Overview
This guide explains how the installation script reduces disk space requirements from ~100GB+ to approximately **~300GB** (1/3 of 926GB available).
## Optimization Strategies
### 1. Shallow Git Clone
- **Method**: Using `--depth=1` flag
- **Savings**: Reduces repository size from ~15GB to ~10GB
- **Trade-off**: Cannot access full git history (not needed for building)
### 2. Build Only Development Editor
- **Method**: Building only `UnrealEditor` target (Development configuration)
- **Savings**: ~50-70GB (skips Shipping builds, all platform builds, templates)
- **Command**: `make -j4 UnrealEditor`
- **Trade-off**: Cannot package Shipping builds without rebuilding
### 3. Limited CPU Cores
- **Method**: Using 4 cores instead of all available cores
- **Benefit**: Reduces memory usage, prevents system overload
- **Build Time**: 4-6+ hours (vs 2-4 hours with all cores)
- **Command**: `make -j4 UnrealEditor`
### 4. Cleanup Intermediate Files
- **Method**: Removing `.o`, `.obj`, `.d`, `.pch` files after build
- **Savings**: ~20-30GB
- **Location**: `Engine/Intermediate/`
### 5. Skip Optional Components
- **Not Built**:
- Shipping builds
- All platform builds (only Linux)
- Project templates
- Sample projects
- Documentation builds
- Additional tools (only Editor)
## Disk Space Breakdown
### Typical Installation Sizes
| Component | Full Build | Optimized Build |
|-----------|------------|-----------------|
| Source code | ~10GB | ~10GB |
| Dependencies | ~20GB | ~20GB |
| Development Editor | ~40GB | ~40GB |
| Shipping builds | ~30GB | **0GB** (skipped) |
| Templates/Samples | ~15GB | **0GB** (skipped) |
| Intermediate files | ~30GB | ~10GB (cleaned) |
| **Total** | **~145GB** | **~80GB** |
### Additional Space Considerations
- **Project files**: ~5-10GB per project
- **Cooked content**: ~10-20GB per project
- **Derived data cache**: ~5-10GB
- **Total with project**: ~100-110GB
## Configuration Options
### Change CPU Cores
Edit `scripts/install_ue5_5.4.1.sh`:
```bash
# Find this line (around line 170):
NUM_CORES=4
# Change to desired number:
NUM_CORES=8 # Use 8 cores
NUM_CORES=2 # Use 2 cores (slower but less memory)
```
### Build Additional Targets
If you need Shipping builds later:
```bash
cd ~/UnrealEngine
make -j4 UnrealEditor-Linux-Shipping
```
### Build Templates (Optional)
If you need project templates:
```bash
cd ~/UnrealEngine
make -j4 UnrealEditor UnrealGame
```
## Further Disk Space Reduction
### 1. Remove Source After Build (Advanced)
**Warning**: This prevents rebuilding from source. Only do this if you're certain you won't need to rebuild.
```bash
# After successful build, remove source files
cd ~/UnrealEngine
rm -rf Engine/Source/Editor
rm -rf Engine/Source/Developer
# Keep Engine/Source/Runtime for runtime features
```
**Savings**: ~5-10GB
**Risk**: Cannot rebuild without re-cloning
### 2. Use Symbolic Links for Projects
Store projects on a different drive and use symbolic links:
```bash
# Create project on larger drive
mkdir /mnt/d/Projects/DubaiMetaverse
ln -s /mnt/d/Projects/DubaiMetaverse ~/Projects/DubaiMetaverse
```
### 3. Clean Derived Data Cache Periodically
```bash
# Remove Unreal Engine derived data cache
rm -rf ~/.config/Epic/UnrealEngine/5.4/DerivedDataCache
```
**Savings**: ~5-10GB
**Trade-off**: Assets will need to be recompiled on next launch
### 4. Compress Installation Directory
```bash
# Create compressed archive (optional, for backup)
cd ~
tar -czf UnrealEngine-5.4.1-backup.tar.gz UnrealEngine/
```
## Monitoring Disk Usage
### Check Installation Size
```bash
du -sh ~/UnrealEngine
```
### Check Disk Space
```bash
df -h ~
```
### Find Large Files
```bash
cd ~/UnrealEngine
find . -type f -size +100M -exec ls -lh {} \; | sort -k5 -hr | head -20
```
## Recommended Settings
### For Development (Current Setup)
- **CPU Cores**: 4
- **Build Target**: Development Editor only
- **Disk Space**: ~80-100GB
- **Build Time**: 4-6 hours
### For Full Build (If Space Available)
- **CPU Cores**: 8-16
- **Build Target**: Development + Shipping
- **Disk Space**: ~150GB+
- **Build Time**: 2-4 hours
## Troubleshooting
### Out of Disk Space During Build
1. **Clean intermediate files**:
```bash
cd ~/UnrealEngine
find Engine/Intermediate -type f -name "*.o" -delete
```
2. **Reduce parallel jobs**:
```bash
# Edit script: change NUM_CORES=4 to NUM_CORES=2
```
3. **Build incrementally**:
```bash
# Build one module at a time (slower but uses less space)
make -j1 UnrealEditor
```
### Build Fails Due to Memory
- Reduce CPU cores: `NUM_CORES=2`
- Close other applications
- Add swap space if needed
## Summary
The optimized installation uses:
-**~80-100GB** disk space (vs ~150GB+ full build)
-**4 CPU cores** (configurable)
-**Development Editor only** (sufficient for development)
-**Automatic cleanup** of intermediate files
This provides approximately **1/3 of 926GB** usage while maintaining full development capabilities.
---
**Version**: 1.0
**Last Updated**: 2024

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# Unreal Engine 5.4 Installation Guide
## Table of Contents
- [Overview](#overview)
- [Platform Options](#platform-options)
- [System Requirements](#system-requirements)
- [Windows Installation (Epic Games Launcher)](#windows-installation-epic-games-launcher)
- [Linux/Ubuntu/WSL Installation (Source Build)](#linuxubuntuwsl-installation-source-build)
- [Project Creation](#project-creation)
- [Disk Space Optimization](#disk-space-optimization)
- [Troubleshooting](#troubleshooting)
- [Next Steps](#next-steps)
---
## Overview
This guide covers installation of Unreal Engine 5.4 for the Dubai Metaverse project. Choose your platform:
- **Windows**: Epic Games Launcher (Recommended - Easiest)
- **Linux/Ubuntu/WSL**: Source build from GitHub (Advanced)
**Official Repository**: https://github.com/EpicGames/UnrealEngine
---
## Platform Options
### Windows (Epic Games Launcher)
- ✅ Easiest installation method
- ✅ Automatic updates
- ✅ Pre-built binaries
- ✅ No compilation required
### Linux/Ubuntu/WSL (Source Build)
- ✅ Full control over build configuration
- ✅ Optimized for your system
- ✅ Can customize build options
- ⚠️ Requires compilation (2-6+ hours)
- ⚠️ Requires GitHub account linked to Epic Games
---
## System Requirements
### Windows (Epic Games Launcher)
#### Minimum Requirements
- **OS**: Windows 10 64-bit (version 1909 or later) or Windows 11
- **CPU**: Quad-core Intel or AMD processor, 2.5 GHz or faster
- **RAM**: 8 GB (16 GB recommended)
- **GPU**: DirectX 11 or 12 compatible graphics card
- **Storage**: 100 GB free space (SSD recommended)
- **Internet**: Broadband connection for Epic Games Launcher
#### Recommended Requirements
- **OS**: Windows 11 64-bit
- **CPU**: 8-core Intel i7-9700K / AMD Ryzen 7 3700X or better
- **RAM**: 32 GB or more
- **GPU**: NVIDIA RTX 3070 / AMD RX 6800 XT or better (8GB+ VRAM)
- **Storage**: 500 GB+ NVMe SSD
- **Internet**: High-speed connection
### Linux/Ubuntu/WSL (Source Build)
#### Minimum Requirements
- **OS**: Ubuntu 20.04 LTS or later (22.04 LTS recommended)
- **CPU**: 8-core processor (more cores = faster build)
- **RAM**: 32 GB (16 GB minimum, 64 GB recommended)
- **GPU**: NVIDIA GPU with Vulkan support
- **Storage**: 100 GB+ free space (SSD recommended)
- **Build Time**: 2-4+ hours depending on CPU
#### WSL-Specific Requirements
- **WSL Version**: WSL2 (WSLg for Windows 11 recommended)
- **Windows GPU Drivers**: NVIDIA drivers installed on Windows host (not in WSL)
- **X Server**: WSLg (Windows 11) or VcXsrv/Xming (Windows 10)
---
## Windows Installation (Epic Games Launcher)
### Step 1: Install Epic Games Launcher
1. **Download**: Visit [Epic Games](https://www.epicgames.com/store/en-US/download)
2. **Install**: Run the installer and follow the prompts
3. **Sign In**: Create an account or sign in to existing account
4. **Verify**: Ensure launcher is up to date
### Step 2: Install Unreal Engine 5.4
1. **Open Launcher**: Launch Epic Games Launcher
2. **Unreal Engine Tab**: Click on "Unreal Engine" tab
3. **Library**: Go to "Library" section
4. **Add Version**: Click "+" button to add engine version
5. **Select Version**: Choose "5.4" from the dropdown
6. **Install**: Click "Install" and select installation location
7. **Wait**: Wait for download and installation to complete (may take 1-2 hours)
**Installation Location**:
- Default: `C:\Program Files\Epic Games\UE_5.4\`
- Recommended: Install on SSD for better performance
### Step 3: Verify Installation
1. **Launch**: Launch Unreal Engine 5.4 from Epic Games Launcher
2. **Create Project**: Create a test project to verify installation
3. **Check Version**: Verify version number in Help > About Unreal Editor
---
## Linux/Ubuntu/WSL Installation (Source Build)
### Prerequisites
#### 1. Link GitHub to Epic Games Account (REQUIRED)
**This step is mandatory before cloning the repository:**
1. Visit: https://www.unrealengine.com/en-US/ue-on-github
2. Sign in with your Epic Games account
3. Link your GitHub account
4. Accept the Unreal Engine license agreement
**Verify access:**
```bash
git ls-remote https://github.com/EpicGames/UnrealEngine.git
```
If this fails, complete the GitHub/Epic Games linking step above.
#### 2. WSL Setup (If Using WSL)
1. **Install/Update WSL** (from Windows PowerShell as Administrator):
```powershell
wsl --install
wsl --update
```
2. **Launch Ubuntu**:
```bash
wsl
```
### Installation Methods
#### Method A: Automated Installation (Recommended)
**For UE 5.4.1 (Optimized - 4 cores, ~80-100GB disk):**
```bash
cd /home/intlc/projects/metaverseDubai
./scripts/install_ue5_5.4.1_auto.sh
```
**For UE 5.4 (Standard):**
```bash
cd /home/intlc/projects/metaverseDubai
./scripts/install_ue5_wsl.sh
```
The automated script will:
- Install all dependencies
- Clone the repository
- Build Unreal Engine
- Create launch script
**Expected Time**: 4-6+ hours (with 4 cores) or 2-4 hours (with all cores)
#### Method B: Manual Installation
##### Step 1: Install System Dependencies
```bash
# Update system
sudo apt update && sudo apt upgrade -y
# Add .NET backports repository (for Ubuntu 24.04)
sudo add-apt-repository -y ppa:dotnet/backports
sudo apt update
# Install build tools and dependencies
sudo apt install -y \
build-essential \
clang \
cmake \
ninja-build \
mono-devel \
python3 \
python3-pip \
git \
git-lfs \
curl \
wget \
unzip \
libvulkan-dev \
libxcb-xinput-dev \
libgtk-3-dev \
libxrandr-dev \
libxinerama-dev \
libxi-dev \
libsdl2-dev \
libssl-dev \
libicu-dev \
libxml2-dev \
libxcursor-dev \
libxcb-icccm4-dev \
libxcb-image0-dev \
libxcb-keysyms1-dev \
libxcb-render-util0-dev \
libxcb-xkb-dev \
libxkbcommon-dev \
libxkbcommon-x11-dev \
mesa-common-dev \
libgl1-mesa-dev \
libc++-dev \
libc++abi-dev
# Install .NET SDK (try 6.0, fallback to 8.0)
sudo apt install -y dotnet-sdk-6.0 || sudo apt install -y dotnet-sdk-8.0
# Setup Git LFS
git lfs install
```
##### Step 2: Clone Unreal Engine Repository
**Check Available Versions:**
```bash
# List all 5.4.x tags
git ls-remote --tags https://github.com/EpicGames/UnrealEngine.git | grep "5.4" | tail -10
# List branches
git ls-remote --heads https://github.com/EpicGames/UnrealEngine.git | grep -E "(5.4|release)"
```
**Clone Repository:**
For **5.4 branch** (latest 5.4.x):
```bash
cd ~
git clone --depth=1 https://github.com/EpicGames/UnrealEngine.git -b 5.4 UnrealEngine
```
For **specific tag** (e.g., 5.4.1):
```bash
cd ~
git clone --depth=1 https://github.com/EpicGames/UnrealEngine.git UnrealEngine
cd UnrealEngine
git fetch --depth=1 origin tag 5.4.1
git checkout 5.4.1
```
**Note**: Cloning may take 30-60 minutes depending on connection speed.
##### Step 3: Build Unreal Engine
```bash
cd ~/UnrealEngine
# Run Setup script (downloads dependencies, 30-60 minutes)
./Setup.sh
# Generate project files
./GenerateProjectFiles.sh -game -engine
# Build Unreal Editor
# Standard build (uses all cores):
make -j$(nproc) UnrealEditor
# Optimized build (4 cores, saves memory):
make -j4 UnrealEditor
```
**Build Time**:
- 4 cores: 4-6+ hours
- 8 cores: 2-3 hours
- 16 cores: 1-2 hours
- 32 cores: 45-90 minutes
##### Step 4: Verify Installation
```bash
# Check binary exists
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
# Check version
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
```
##### Step 5: WSL Graphics Setup (WSL Only)
**Option A: WSLg (Windows 11 - Recommended)**
WSLg provides built-in graphics support:
```bash
# Verify WSLg
echo $DISPLAY
# Should show something like :0
# If not working, update WSL
# From Windows PowerShell:
wsl --update
```
**Option B: X Server (Windows 10 or if WSLg unavailable)**
1. **Install X Server on Windows**:
- **VcXsrv**: https://sourceforge.net/projects/vcxsrv/
- **Xming**: https://sourceforge.net/projects/xming/
2. **Configure DISPLAY in WSL**:
```bash
# Add to ~/.bashrc or ~/.zshrc
export DISPLAY=$(ip route list default | awk '{print $3}'):0.0
source ~/.bashrc
```
3. **Test X Server**:
```bash
sudo apt install x11-apps
xeyes # Should open a window
```
---
## Project Creation
### Windows
1. **Launch UE5.4**: Open Epic Games Launcher and launch Unreal Engine 5.4
2. **New Project**: Click "New Project" or "Games" tab
3. **Template**: Select "Blank" or "Third Person" template
4. **Settings**:
- **Blueprint**: Start with Blueprint (C++ can be added later)
- **Target Platform**: Desktop
- **Quality Preset**: Maximum
- **Raytracing**: Optional (requires RTX GPU)
- **Starter Content**: No Starter Content
5. **Project Name**: `DubaiMetaverse`
6. **Location**: Choose project location
7. **Create**: Click "Create Project"
### Linux/WSL
```bash
# Create project directory
cd /home/intlc/projects/metaverseDubai
mkdir -p DubaiMetaverse
cd DubaiMetaverse
# Create .uproject file
cat > DubaiMetaverse.uproject << 'EOF'
{
"FileVersion": 3,
"EngineAssociation": "5.4",
"Category": "",
"Description": "Dubai Metaverse - High-End Interactive Demo District",
"Modules": [
{
"Name": "DubaiMetaverse",
"Type": "Runtime",
"LoadingPhase": "Default"
}
],
"Plugins": [
{
"Name": "ProceduralContentGeneration",
"Enabled": true
},
{
"Name": "VirtualProduction",
"Enabled": true
},
{
"Name": "MovieRenderQueue",
"Enabled": true
}
]
}
EOF
# Generate project files
~/UnrealEngine/Engine/Binaries/Linux/UnrealVersionSelector-Linux.sh \
-projectfiles \
-project="$PWD/DubaiMetaverse.uproject" \
-game \
-rocket \
-progress
# Launch project
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor "$PWD/DubaiMetaverse.uproject"
```
### Initial Project Configuration
After project creation:
1. **Edit > Project Settings**:
- **Project Name**: Dubai Metaverse
- **Company Name**: [Your Company]
- **Copyright Notice**: [Copyright Info]
2. **Engine Settings** (see [docs/setup/PROJECT_SETTINGS.md](../../docs/setup/PROJECT_SETTINGS.md)):
- Enable Nanite
- Enable Lumen
- Enable Virtual Shadow Maps
- Enable World Partition
3. **Install Required Plugins** (see [docs/setup/PLUGINS.md](../../docs/setup/PLUGINS.md)):
- Procedural Content Generation Framework
- Virtual Production Tools
- Movie Render Queue
---
## Disk Space Optimization
For Linux/WSL installations, you can optimize disk space usage:
### Optimization Strategies
1. **Shallow Git Clone**: `--depth=1` saves ~5GB
2. **Development Editor Only**: Saves ~50-70GB (skips Shipping builds)
3. **Limited CPU Cores**: `-j4` reduces memory usage
4. **Clean Intermediate Files**: Saves ~20-30GB after build
### Optimized Build Configuration
**Disk Space**: ~80-100GB (vs ~150GB+ full build)
**Build Command**:
```bash
# Build with 4 cores (optimized)
make -j4 UnrealEditor
# Clean intermediate files after build
find Engine/Intermediate -type f -name "*.o" -delete
find Engine/Intermediate -type f -name "*.obj" -delete
find Engine/Intermediate -type f -name "*.d" -delete
find Engine/Intermediate -type f -name "*.pch" -delete
```
**See**: [UE5_DISK_SPACE_OPTIMIZATION.md](../../UE5_DISK_SPACE_OPTIMIZATION.md) for detailed optimization guide.
---
## Troubleshooting
### GitHub Access Denied
**Error**: `fatal: could not read Username for 'https://github.com'`
**Solution**:
1. Ensure GitHub account is linked to Epic Games
2. Visit: https://www.unrealengine.com/en-US/ue-on-github
3. Try using SSH instead of HTTPS (requires SSH key setup)
### Build Fails Due to Low RAM
**Symptoms**: Build process killed, out of memory errors
**Solutions**:
- Reduce parallel jobs: `make -j2 UnrealEditor` (instead of `-j4`)
- Close other applications
- Add swap space
- Edit script: Change `NUM_CORES=4` to `NUM_CORES=2`
### Tag Not Found
**Solution**: The script will automatically fall back to the `5.4` branch, which contains the latest 5.4.x updates.
### WSL Graphics Issues
**Windows 11**: WSLg should work automatically
**Windows 10**: Install VcXsrv or Xming X server
- Download: https://sourceforge.net/projects/vcxsrv/
- Launch with: "Disable access control" enabled
### Build Fails
**Solution**: Clean and rebuild
```bash
cd ~/UnrealEngine
make clean
./Setup.sh
./GenerateProjectFiles.sh
make -j4 UnrealEditor
```
### X Server Connection Issues
**Solution**:
```bash
# Check DISPLAY variable
echo $DISPLAY
# Test X connection
xhost +local:
# Verify X server is running on Windows
```
### Missing Dependencies
**Solution**:
```bash
sudo apt update
sudo apt install -f
# Check specific error messages and install required packages
```
### Engine Won't Launch (Windows)
**Solutions**:
- Update graphics drivers
- Verify DirectX is installed
- Check Windows updates
### Project Won't Open
**Solutions**:
- Verify project file (.uproject) is valid
- Check project is compatible with UE5.4
- Try regenerating project files (right-click .uproject > Generate Visual Studio files)
---
## Next Steps
After successful installation:
1. ✅ Verify installation: `~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version` (Linux) or launch from Epic Games Launcher (Windows)
2. ✅ Review [docs/setup/PROJECT_SETTINGS.md](../../docs/setup/PROJECT_SETTINGS.md) for engine configuration
3. ✅ Install plugins (see [docs/setup/PLUGINS.md](../../docs/setup/PLUGINS.md))
4. ✅ Set up version control (see [docs/setup/VERSION_CONTROL.md](../../docs/setup/VERSION_CONTROL.md))
5. ✅ Review [docs/PIPELINE.md](../../docs/PIPELINE.md) for development workflow
6. ✅ Begin Phase 1, Week 2: Geospatial acquisition and blockout
---
## Resources
- **Unreal Engine on GitHub**: https://github.com/EpicGames/UnrealEngine
- **UE on GitHub Setup**: https://www.unrealengine.com/en-US/ue-on-github
- **WSL Documentation**: https://docs.microsoft.com/en-us/windows/wsl/
- **WSLg Documentation**: https://github.com/microsoft/wslg
- **Epic Games Forums**: https://forums.unrealengine.com
- **Unreal Engine Documentation**: https://docs.unrealengine.com
---
**Version**: 1.0 (Consolidated)
**Last Updated**: 2024
**Platforms**: Windows, Linux, Ubuntu, WSL

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# Version Control Setup - Dubai Metaverse
## Overview
This document covers version control setup for the Dubai Metaverse project. Due to the large file sizes (textures, models, .uasset files), Git LFS (Large File Storage) is required, or Perforce can be used as an alternative.
## Option 1: Git with Git LFS (Recommended for Small Teams)
### Prerequisites
1. **Git**: Install Git ([git-scm.com](https://git-scm.com))
2. **Git LFS**: Install Git LFS ([git-lfs.github.io](https://git-lfs.github.io))
### Git LFS Installation
#### Windows
1. **Download**: Download Git LFS installer from [git-lfs.github.io](https://git-lfs.github.io)
2. **Install**: Run installer
3. **Verify**: Open command prompt and run:
```bash
git lfs version
```
#### Linux
```bash
# Ubuntu/Debian
sudo apt install git-lfs
# Verify
git lfs version
```
#### macOS
```bash
# Using Homebrew
brew install git-lfs
# Verify
git lfs version
```
### Initial Repository Setup
1. **Initialize Git**:
```bash
cd /path/to/metaverseDubai
git init
```
2. **Initialize Git LFS**:
```bash
git lfs install
```
3. **Configure Git LFS Tracking**:
The `.gitattributes` file (already created) configures Git LFS tracking. Key file types tracked:
- `.uasset` - Unreal asset files
- `.umap` - Unreal map files
- `.png`, `.jpg`, `.tga` - Texture files
- `.fbx`, `.obj` - 3D model files
- `.wav`, `.mp3` - Audio files
4. **Add Files**:
```bash
git add .
git commit -m "Initial commit"
```
5. **Set Remote** (if using remote repository):
```bash
git remote add origin <repository-url>
git push -u origin main
```
### Git LFS Configuration
The `.gitattributes` file defines which files are tracked by Git LFS:
```
# Unreal Engine files
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
# Textures
*.png filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
# 3D Models
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
# Audio
*.wav filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
```
### Git Workflow
#### Branching Strategy
- **main**: Production-ready code
- **develop**: Development branch
- **feature/**: Feature branches (e.g., `feature/hero-asset`)
- **hotfix/**: Hotfix branches for urgent fixes
#### Committing Changes
1. **Check Status**:
```bash
git status
```
2. **Add Changes**:
```bash
git add <files>
# or
git add .
```
3. **Commit**:
```bash
git commit -m "Descriptive commit message"
```
4. **Push** (if using remote):
```bash
git push origin <branch>
```
#### Commit Message Guidelines
- **Format**: `Type: Brief description`
- **Types**: `feat`, `fix`, `docs`, `style`, `refactor`, `test`, `chore`
- **Example**: `feat: Add Cayan Tower hero asset`
### Git LFS Best Practices
1. **Large Files**: Always use Git LFS for large files
2. **Check Tracking**: Verify files are tracked:
```bash
git lfs ls-files
```
3. **Clone Repository**: When cloning, Git LFS files are pulled automatically:
```bash
git clone <repository-url>
git lfs pull
```
### Repository Size Management
- **Expected Size**: 50-100GB+ with Git LFS
- **Storage**: Ensure adequate storage space
- **Cleanup**: Periodically clean up unused files:
```bash
git lfs prune
```
---
## Option 2: Perforce Helix Core (Recommended for Large Teams)
### Prerequisites
1. **Perforce Server**: Set up Perforce server or use cloud service
2. **Perforce Client**: Install P4V (Perforce Visual Client)
### Perforce Setup
1. **Install P4V**: Download from [perforce.com](https://www.perforce.com/downloads)
2. **Connect to Server**: Configure connection to Perforce server
3. **Create Workspace**: Set up workspace for project
4. **Configure Streams**: Set up stream structure:
- **Main**: Production stream
- **Development**: Development stream
- **Feature Streams**: Feature-specific streams
### Perforce Workflow
1. **Check Out Files**: Check out files before editing
2. **Make Changes**: Edit files in Unreal Editor
3. **Submit Changes**: Submit changes to server
4. **Sync**: Sync latest changes from server
### Perforce Integration with Unreal
Unreal Engine has built-in Perforce integration:
1. **Edit > Source Control > Connect to Source Control**
2. **Select Perforce**
3. **Configure Settings**:
- Server address
- Username
- Workspace
4. **Connect**: Connect to Perforce server
---
## Unreal Engine Source Control Integration
### Setting Up Source Control in Unreal
1. **Edit > Source Control > Connect to Source Control**
2. **Select Provider**: Choose Git or Perforce
3. **Configure Settings**:
- **Git**: Repository path, user name, email
- **Perforce**: Server, username, workspace
4. **Connect**: Connect to source control
### Using Source Control in Unreal
- **Check Out**: Right-click asset > Source Control > Check Out
- **Submit**: Right-click asset > Source Control > Submit
- **Revert**: Right-click asset > Source Control > Revert
- **Sync**: Source Control > Sync Latest
### Source Control Icons
- **Green Check**: File is checked out
- **Red X**: File needs update
- **Blue Plus**: New file to add
- **Yellow Arrow**: File has conflicts
---
## File Organization for Version Control
### Files to Track
- ✅ `.uproject` - Project file
- ✅ `.uasset` - Asset files (via Git LFS)
- ✅ `.umap` - Map files (via Git LFS)
- ✅ Source code (if using C++)
- ✅ Configuration files (`.ini`)
- ✅ Documentation (`.md`)
- ✅ Scripts (`.sh`, `.py`)
### Files to Ignore
- ❌ `Binaries/` - Compiled binaries
- ❌ `Intermediate/` - Intermediate build files
- ❌ `Saved/` - Saved editor data
- ❌ `DerivedDataCache/` - Derived data cache
- ❌ `*.sln` - Visual Studio solution files (optional)
- ❌ `*.suo` - Visual Studio user options
See `.gitignore` for complete ignore list.
---
## Branching Strategy
### Main Branches
- **main**: Production-ready, stable code
- **develop**: Integration branch for features
### Supporting Branches
- **feature/**: New features (e.g., `feature/hero-asset`)
- **hotfix/**: Urgent fixes (e.g., `hotfix/performance-issue`)
- **release/**: Release preparation (e.g., `release/v1.0`)
### Workflow
1. **Create Feature Branch**:
```bash
git checkout -b feature/hero-asset develop
```
2. **Work on Feature**: Make changes, commit regularly
3. **Merge to Develop**:
```bash
git checkout develop
git merge feature/hero-asset
```
4. **Merge to Main** (when ready):
```bash
git checkout main
git merge develop
```
---
## Collaboration Best Practices
### Before Committing
1. ✅ Validate assets (naming, quality)
2. ✅ Test in editor
3. ✅ Check for conflicts
4. ✅ Write descriptive commit messages
### Communication
- **Large Changes**: Notify team before large commits
- **Breaking Changes**: Document breaking changes
- **Asset Updates**: Communicate asset updates
- **Merge Conflicts**: Resolve conflicts promptly
### Regular Syncing
- **Pull/Sync**: Regularly pull latest changes
- **Push/Submit**: Push changes regularly (don't let work accumulate)
- **Conflicts**: Resolve conflicts immediately
---
## Troubleshooting
### Git LFS Issues
**Files Not Tracked**:
- **Solution**: Verify `.gitattributes` is correct
- **Solution**: Re-track files: `git lfs track "*.uasset"`
**Large Repository**:
- **Solution**: Use Git LFS for all large files
- **Solution**: Clean up unused files: `git lfs prune`
**Clone Issues**:
- **Solution**: Ensure Git LFS is installed
- **Solution**: Run `git lfs pull` after clone
### Perforce Issues
**Connection Issues**:
- **Solution**: Verify server address and credentials
- **Solution**: Check network connectivity
- **Solution**: Verify workspace configuration
**Checkout Issues**:
- **Solution**: Verify file is not checked out by another user
- **Solution**: Check workspace permissions
---
## Security Considerations
### API Keys and Secrets
- **Never Commit**: API keys, passwords, secrets
- **Use Environment Variables**: Store secrets in environment variables
- **Use .gitignore**: Add secret files to `.gitignore`
### Asset Security
- **Proprietary Assets**: Protect proprietary assets
- **Access Control**: Use repository access controls
- **Backup**: Regular backups of repository
---
**Version**: 1.0
**Last Updated**: 2024-11-21

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@@ -0,0 +1,198 @@
# UE5.4.1 Build - Next Steps
## Current Status ✅
**Completed:**
- ✅ Dependencies installed
- ✅ Repository cloned (5.4.1 tag)
- ✅ Setup.sh completed successfully
- ✅ Third-party libraries setup complete
## Next Steps
### Step 1: Generate Project Files
```bash
cd ~/UnrealEngine
./GenerateProjectFiles.sh -engine
```
**Note:** Use `-engine` only (not `-game`) when building just the engine. The `-game` flag requires a project path.
**Expected time:** 5-15 minutes
**What it does:** Creates build system files (Makefile, etc.)
### Step 2: Build Unreal Editor
**Optimized build (4 cores, recommended for your setup):**
```bash
cd ~/UnrealEngine
make -j4 UnrealEditor
```
**Expected time:** 4-6+ hours with 4 cores
**Alternative (if you have more cores available):**
```bash
# Use all available cores (faster but uses more resources)
make -j$(nproc) UnrealEditor
```
**What it builds:**
- Development Editor (for development)
- Required engine components
- Build tools
**Note:** This is a long-running process. You can monitor progress or run it in the background.
### Step 3: Monitor Build Progress (Optional)
In another terminal:
```bash
# Watch build log
tail -f ~/UnrealEngine/Engine/Build/BatchFiles/Linux/BuildThirdParty.log
# Check if UnrealEditor is being built
ps aux | grep UnrealEditor
# Check disk usage
du -sh ~/UnrealEngine
```
### Step 4: Verify Installation
After build completes:
```bash
# Check binary exists
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
# Check version
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
```
### Step 5: Create Launch Script (After Build)
```bash
cat > ~/launch_ue5.sh << 'EOF'
#!/bin/bash
cd ~/UnrealEngine/Engine/Binaries/Linux
./UnrealEditor "$@"
EOF
chmod +x ~/launch_ue5.sh
```
## Running the Build
### Option 1: Run in Foreground (Recommended for first time)
```bash
cd ~/UnrealEngine
./GenerateProjectFiles.sh -game -engine
make -j4 UnrealEditor
```
You'll see build progress. Press Ctrl+C to pause (not recommended during build).
### Option 2: Run in Background
```bash
cd ~/UnrealEngine
./GenerateProjectFiles.sh -game -engine
nohup make -j4 UnrealEditor > build.log 2>&1 &
```
Monitor with:
```bash
tail -f build.log
```
### Option 3: Use screen/tmux (Recommended for long builds)
```bash
# Start screen session
screen -S ue5_build
# Run build
cd ~/UnrealEngine
./GenerateProjectFiles.sh -game -engine
make -j4 UnrealEditor
# Detach: Ctrl+A then D
# Reattach: screen -r ue5_build
```
## Troubleshooting
### Build Fails
1. **Check build log:**
```bash
cat ~/UnrealEngine/Engine/Build/BatchFiles/Linux/BuildThirdParty.log
```
2. **Check disk space:**
```bash
df -h ~
```
Need at least 80-100GB free
3. **Check memory:**
```bash
free -h
```
Build uses significant RAM
### Out of Memory
If you run out of memory:
```bash
# Reduce parallel jobs
make -j2 UnrealEditor # Use 2 cores instead of 4
```
### Build Takes Too Long
- Normal: 4-6+ hours with 4 cores
- If it's been running for 8+ hours, check if it's still making progress:
```bash
ps aux | grep make
ls -lht ~/UnrealEngine/Engine/Binaries/Linux/ | head -5
```
## After Build Completes
1. **Verify installation:**
```bash
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
```
2. **Set up graphics (WSL):**
- Windows 11: WSLg should work automatically
- Windows 10: Set up VcXsrv or Xming
3. **Create Dubai Metaverse project:**
- Follow: `docs/setup/UE5_INSTALLATION.md`
- Or: `docs/setup/GETTING_STARTED.md`
## Quick Command Reference
```bash
# Generate project files
cd ~/UnrealEngine && ./GenerateProjectFiles.sh -game -engine
# Build (4 cores)
cd ~/UnrealEngine && make -j4 UnrealEditor
# Check progress
ps aux | grep make
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
# Verify after build
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
```
---
**Last Updated:** 2024-11-21
**Status:** Ready for project file generation and build

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@@ -0,0 +1,148 @@
# UE5.4.1 Build Status
## Build Started
**Date:** 2024-11-21
**Command:** `make -j4 UnrealEditor`
**Location:** `~/UnrealEngine`
**Expected Duration:** 4-6+ hours
## Monitoring
### Quick Status Check
```bash
# Check if build is running
ps aux | grep "make -j4"
# Check build log
tail -f ~/UnrealEngine/build.log
# Use monitor script
cd ~/projects/metaverseDubai
./scripts/monitoring/scripts/monitoring/ue5_build_monitor.sh
```
### Build Log
**Location:** `~/UnrealEngine/build.log`
**Watch in real-time:**
```bash
tail -f ~/UnrealEngine/build.log
```
**Check recent activity:**
```bash
tail -50 ~/UnrealEngine/build.log
```
### Expected Binary Location
**When complete, binary will be at:**
```
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
```
**Check if binary exists:**
```bash
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
```
## Build Progress Indicators
### During Build
- Build log file grows in size
- Process `make -j4 UnrealEditor` is running
- CPU usage is high
- Disk usage increases
### Build Complete
- Binary file exists at expected location
- Build process no longer running
- Final "succeeded" message in log
## Verification After Build
```bash
# Check binary exists
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
# Check version
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
# Create launch script
cat > ~/launch_ue5.sh << 'EOF'
#!/bin/bash
cd ~/UnrealEngine/Engine/Binaries/Linux
./UnrealEditor "$@"
EOF
chmod +x ~/launch_ue5.sh
```
## Troubleshooting
### Build Stopped Unexpectedly
1. **Check build log for errors:**
```bash
tail -100 ~/UnrealEngine/build.log | grep -i error
```
2. **Check disk space:**
```bash
df -h ~
```
Need at least 80-100GB free
3. **Check memory:**
```bash
free -h
```
4. **Restart build:**
```bash
cd ~/UnrealEngine
make -j4 UnrealEditor
```
### Out of Memory
Reduce parallel jobs:
```bash
cd ~/UnrealEngine
make -j2 UnrealEditor # Use 2 cores instead of 4
```
### Build Taking Too Long
- Normal: 4-6+ hours with 4 cores
- If 8+ hours, check if still making progress:
```bash
# Check if process is still running
ps aux | grep make
# Check if binary is growing
ls -lh ~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor
```
## Next Steps After Build Completes
1. **Verify installation:**
```bash
~/UnrealEngine/Engine/Binaries/Linux/UnrealEditor -version
```
2. **Set up graphics (WSL):**
- Windows 11: WSLg should work automatically
- Windows 10: Set up VcXsrv or Xming
3. **Create Dubai Metaverse project:**
- Follow: `docs/setup/UE5_INSTALLATION.md`
- Or: `docs/setup/GETTING_STARTED.md`
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**Last Updated:** 2024-11-21
**Status:** Build in progress