
By the way it is still possible to debug it within an IDE. UModel was released without a Visual Studio solution. As anĪlternative it is possible to create a batch file which will temporarily modify PATH and then execute build script.Īlso you may change MSVCRT library path by changing WDKCRT variable in common.project. After that, add C:\BuildTools\bin to the system's PATH environment variable. Let's say youĮxtracted them to C:\BuildTools. You shouldĭownload it and extract into some directory (press the green button "Clone or download", then "Download ZIP"). You can get everything what you needįor a build here. Of these tools which was a part of MinGW/MSYS project. Not suitable because UModel's code using some C++11 stuff.Ĭurrently build is performed with Visual C++ 2019.īuild system utilizes GNU Tools for building, in particular - Bash and Perl. -vc specify which Visual Studio version should be used for compilation, default is latest compiler.-debug make a debug version of executable.Build process is controlled with build.sh script. Using 'nmake' for Visual Studio or 'make' for gcc. After that you may build generated makefile Generates makefiles from some human-friendly project format. You may find a Perl script in Tools/genmake. We are using own build system to compile UModel.

Using any Git client, or download it as a Zip file. There's a place where you may discuss the source code: Has been changed in 2011 to meet demand from Epic Games. Previously project was called "Unreal model viewer", however the name UE Viewer is a viewer for visual resources of games made with Unreal engine.Ĭurrently all engine versions (from 1 to 4) are supported.
