Editing Questions to build FAQ 2 - o3de/wikicollection GitHub Wiki
Channel: sig-build
Q: I created a .lua file in the project with an external editor but it won't see to let me set it in the component
A: Normally all it takes is putting a "well formed" lua file into (Project)/Assets and then having it compile successfully make sure it has the minimal boilerplate, empty lua files will fail in AP and won't be assignable this causes it to compile in the AP into a '.luac' compiled file. Which is then assignable. Example:
local helloworld = {} return helloworld
Channel: general
Q: How can I make the camera controls more responsive?
A: Change the cvar for look smoothness to 8 like such: "ed_cameraSystemLookSmoothness 8"
Channel: newmember-q-and-a
Q: Would someone help me understand the difference between:
cmake --build build/windows_vs2019 --target INSTALL --config profile -- /m
and
cmake --build build/windows_vs2019 --target AutomatedTesting.GameLauncher Editor --config profile -- /m
The written instructions in the setup docs list the first command. The video in the setup docs contains the second command. Not sure which to use when building the engine.
A: Telling cmake to --build makes it call the building program (for example, visual studio) and tells that program to build the project. --target tells it which "project" in that visual studio solution to build.
So the first one builds the target known as INSTALL, the second one builds the target called AutomatedTesting.GameLauncher and another one called the editor.
The first one (INSTALL) is a pseudo target that depends on pretty much everything else, so everything will build . In addition, it will make a clean 'installation' of the engine after building, into the folder set in CMAKE_INSTALL_PREFIX option. So you'll end up building everything (All gems, all engine bits, editor, etc) and then it will copy them and delpoy them into a clean folder structure somewhere else, for you to use from there instead of where they were build (which will be your "build folder/bin/profile"). It will not build any projects unless LY_PROJECTS was set to something in a previous CMAKE command.
The second one will directly build the Game Launcher for the AutomatedTesting project and also the Editor (and all their dependencies). It requires that the LY_PROJECTS variable is set to AutomatedTesting. It will not make an 'install' clean folder, you will end up with (your build folder)/bin/profile/Editor.exe and (your build folder)/bin/profile/AutomatedTesting.gamelauncher.exe. Its equivalent to going into the generated visual studio project, choosing the profile configuration, and choosing to build those 2 'projects' in the gui.