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Binary file modified Content/FirstPerson/Blueprints/BP_FirstPersonProjectile.uasset
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Binary file modified Content/Flecs/FlecsManager.uasset
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10 changes: 9 additions & 1 deletion FlecsTest.uproject
Original file line number Diff line number Diff line change
@@ -1,6 +1,6 @@
{
"FileVersion": 3,
"EngineAssociation": "5.4",
"EngineAssociation": "5.6",
"Category": "",
"Description": "",
"Modules": [
Expand All @@ -25,6 +25,14 @@
"TargetAllowList": [
"Editor"
]
},
{
"Name": "VisualStudioTools",
"Enabled": false,
"MarketplaceURL": "com.epicgames.launcher://ue/marketplace/product/362651520df94e4fa65492dbcba44ae2",
"SupportedTargetPlatforms": [
"Win64"
]
}
]
}
2 changes: 1 addition & 1 deletion README.md
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@ Minimum viable Flecs entity component system implementation in Unreal Engine.
Intended as a super simple starting point / reference for using Flecs in Unreal.


* Flecs v3.2.12 & Unreal Engine 5.4
* Flecs v4.1.2 & Unreal Engine 5.4
* Simple
* It does a thing
* ISM based entity rendering
Expand Down
6 changes: 4 additions & 2 deletions Source/FlecsLibrary/FlecsLibrary.build.cs
Original file line number Diff line number Diff line change
Expand Up @@ -13,7 +13,9 @@ public FlecsLibrary(ReadOnlyTargetRules Target) : base(Target)
//The path for the source files
PrivateIncludePaths.AddRange(new string[] {"FlecsLibrary/Private"});

if (Target.Platform != UnrealTargetPlatform.Win64)
AppendStringToPublicDefinition("flecs_EXPORTS", "0");
if (Target.Platform != UnrealTargetPlatform.Win64) AppendStringToPublicDefinition("flecs_EXPORTS", "0");

PrivateDefinitions.Add("flecs_EXPORTS");

}
}
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